Here are the diffrent textures used for the skin as requested.
I use the mentalray SSS shader, however I have tweaked the specular and reflection part of the shader to get more control and speed it up (it uses Mib_Glossy_reflection for refelction for example).
The shader settings are pretty default, the big exception is maybe the gamma curve that I have set to 1 and I have diffuse, epidermal and subdermis set to 0.5 each (5 in maya), and some other smaller changes.
wierdPal: what do you mean with projection? I do use Zbrush Pojection Master when I do my textures, if thats what you mean, but Im only use that as a base for my final textures.
For these textures I had to do a lot of repainting to get rid of specularity and to add the details needed for the resolution I wanted (8k) due to the fact that there is really hard to find good quality images from the same time and with good lighting conditions.
Especially the eyes, nose and the mouth area needs to be painted by hand, for the forehead and cheeks you usually just need to flatten the texture out and get rid of specular.
The eye is made out of 2 different objects: the inner one uses a SSS material with the texture and there is nothing special about it, the outer one uses a Mib_glossy_reflection/refraction material and it is only to capture specularity/reflections and to blur/distort the inner object.
I’ve been doing photoreal humans for DearAnne now for almost 2 years, its starting to become second nature to me! 
But still, I have to say Natalies face was really hard to capture.
/Jonas
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