SELF PORTRAIT - STYLIZED 3D MODEL, GROOM, & TEXTURE

Rendered turnaround of my head sculpt, hair groom, and texture work.

Turnaround showcasing the topology of the head sculpt, six layers of grooms, and the base color of my texturing.

I sculpted the head in ZBrush based on my own likeness but in a style reminiscent of Pixar or Disney. I then re-topologized the sculpt to achieve an industry level, rigging ready geometry. The head is compatible with Unreal Engine 5.6 Metahumans, and soon will be ready for Facial Capture. I created the grooms with Maya's Legacy xGen, and transitioned to xGen Interactive to reign in the hair even further. Many clumping, noise, density, and coiling maps were created to produce a complex groom. There are 6 different descriptions to keep all the guide hairs and procedural hairs nice and simple, but are combined into three alembic exports ready for Unreal's hair simulation. Texturing in Substance Painter was simple, staying true to the style, but added subtle, yet important details.