Michael – thanks! I’ll give the suggestions a try and see how it looks!
curtmantle – Thank you. I also can’t work out what her right arm is doing, Its like that in the reference
I’ll try to figure out something to do to make it look less uncomfortable.
Yes, its 100% ZB4. I started with a modified version of my base mesh (also done in ZB with retopo in topogun, see more about that here).
ZB4 features I used:
- Shadowbox for the spade, and one or two parts on the gun
- tons of clip brush – the gun is almost entirely clip-brushed primitives, also used it on the spade
- contact points for subtools
- BPR rendering shadows and transparency
- fresnel shaders
- Local mesh zsphere chain for the bullet chain (not sure if its zb4, but I never noticed the feature before)
also tried to use BPR AO, but it wasn’t adding anything to the final product, and also SSS, but I couldn’t get that to look right without being too dark or too much like candle wax. Gave up quickly trying to use fiber materials with the hair too 
Eric – Thanks! production rendering isn’t my bag… I haven’t figured out how to get results better than the BPR. I’ll give it another shot with this model, I really should learn sometime! Will be a lot of work getting things into another app – the polycounts here are just plain silly and I’ve not done any retopo.
Yep, her arm is looking more and more unnatural as I look at the images. I’m not sure what to have it leaning on… open to suggestions
Of course, if I fix that then you’ll notice that her leg (both actually) is floating, and there’s NO WAY she could be so daintily holding that massive gun aloft with one hand :lol:
Weirdy – Cool, thanks for looking and the kind words 