The primary intention of this project was to create a photo real head that I could learn and practice Xgen grooming on, being from the game industry my hair experience is primarily poly planes with alphas.
The secondary objective was a creation of an algorithmic pore detail texture created in substance designer. I feel I have achieved about 75% of where I want that material to be, the primary problem being the pore directional/grain of the pores
Modeled in Zbrush, Xgen in Maya was used for the hair/eyebrows/eyelashes and rendered with Arnold 5. Substance painter and designer 2017 were used to create an algorithmic pore detail maps, And painter used for the hand painted textures. There are few blemishes on the face as I was going for a makeup look.