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Hair and Clothing Study by Cherylynn Lima

Cherylynn Lima recently published her new amazing character project with a little breakdown on it. Take a look!

The artist used tips and tricks she got during the course of her character art internship at Playstation. The project was a test of skills, combining both hand-sculpted and scanned elements. Check out these awesome close-ups with realistic hair.

An Ornament alpha/brush set for ZBrush, Substance Painter, Quixel DDO and NDO, etc. 55 brushes and height/alpha maps, all 2048x2048 16bit in Tiff, Jpeg, PSD, Photoshop ABR brushes, as well as ZBrush Brushes.

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Close-ups

She also shared an overall view of the character, so you can check out the clothing. 

An overall view

" Over the course of my character art internship at Playstation, I learned many different techniques to render high quality, realistic heads and clothing. Wanting to test my skills, this piece is a combination of hand-sculpted and scanned elements," said Cherylynn.

Modeling

The head was sculpted in ZBrush by hand entirely. The displacement is from texturing.xyz.

For full-body sculpt, she used a scan as a base. Though it was very messy, so it was cleaned-up heavily.

1 of 2

Compare these two versions of the scan:

Wireframe of the jacket and head mesh:

Maps

Maps for the skin material

Maps for the jacket

The scan map was cleaned up in Mudbox and retextured in Substance Painter.

Working on facial hair, eyelashes, eyebrows, face fuzz, and head hair in Maya.

Node Setups

Check her work here!

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