Victoria 8.1

My task for Victoria 8.1 was to create a realistic and beautiful female who is in her early 20’s. It includes basic rigging, joint corrective blend shapes for almost every single joint rotation and facial expressions.
For this character, I used Texturing XYZ for the face and body(knees, Elbow, hands and feet) and it allowed me to save some time with great output.
Personally, sculpting young and beautiful girls is more difficult than sculpting a muscular man since all the features are very soft and subtle. If I put too many details or enhance the anatomy too much, the face often ends up looking masculine and old.

After I finish working on Victoria 8.1 for my company, I wanted to develop her more in Maya to learn more about lighting, hair, shader, texturing, and  rendering process.

After I finish working on Victoria 8.1 for my company, I wanted to develop her more in Maya to learn more about lighting, hair, shader, texturing, and rendering process.

Eyes are the key for realism. Iris Sculpted in Zbrush.

Eyes are the key for realism. Iris Sculpted in Zbrush.

Rendered in Maya Arnold. I used HDRI and one key light and fill light.

Rendered in Maya Arnold. I used HDRI and one key light and fill light.

Clay render in Maya

Clay render in Maya

Reference photos I used. I often use video clips from YouTube as well to feel the depth of the face.

Reference photos I used. I often use video clips from YouTube as well to feel the depth of the face.

I used Texturing XYZ Killer workflow to bake albedo, displacement and utility maps. Displacement map was used in Zbrush and delivered to the texture artist(Yannek) me and him did a lot of back and forth work together.

I used Texturing XYZ Killer workflow to bake albedo, displacement and utility maps. Displacement map was used in Zbrush and delivered to the texture artist(Yannek) me and him did a lot of back and forth work together.

I cut the Texturing XYZ displacement maps to small pieces and used them as alpha brush in Zbrush

I cut the Texturing XYZ displacement maps to small pieces and used them as alpha brush in Zbrush

This is how I applied TexturingXYZ displacement maps. And I added more fine details using HD geometry and made pore one by one using my custom pore brush.

This is how I applied TexturingXYZ displacement maps. And I added more fine details using HD geometry and made pore one by one using my custom pore brush.

The body company wanted was pretty smooth and soft. I made it sure the anatomy is correct and subtle.

The body company wanted was pretty smooth and soft. I made it sure the anatomy is correct and subtle.

I made a s imple dress in marvelous designer. It took few hours.

I made a s imple dress in marvelous designer. It took few hours.

Hair is done by Xgen interactive groom. Hair took 2-3 days.

Hair is done by Xgen interactive groom. Hair took 2-3 days.

Hair Reference I used. Hair was a challenge for me. I used to use Xgen core but this time, I decided to use Xgen interactive groom. it allowed me to select one single strand of hair and change it as I want.

Hair Reference I used. Hair was a challenge for me. I used to use Xgen core but this time, I decided to use Xgen interactive groom. it allowed me to select one single strand of hair and change it as I want.

Worked on Facial expressions using FACS.