I sculpted this model in ZBrush and rendered it in Octane. To create the hair, I first made a low res version of the hair using Fibremesh, and brought that model into Maya where I converted it into curves and generated pfxHair. I then took the pfxHair and converted it into geometry and brought it back into ZBrush for some modeling tweaks. The final image is all geometry and most of the model parts have subsurface scattering on them. The scene has over 16 million polygons.
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