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How to Make Cozy, Realistic Portrait of Woman in 3D

We talked to Quentin Casse to see how he created the woman for his Café Portrait and made sure the hair and outfit were as realistic as possible.

Introduction

My name is Quentin. I am a character artist specializing in film and cinematics, based in Paris, France. I originally studied engineering before fully transitioning into 3D and character creation during the pandemic. I later specialized in character art at Think Tank Training Centre.

Today, I would like to share one of my personal projects: The Café Portrait Project.

Café Portrait

With this project, my goal was to translate a 2D concept into a realistic 3D character. The concept was a drawing by one of my favorite concept artists, Pavel Hristov.

What really attracted me to this concept was the expression. I usually create renders with neutral facial expressions, so this project gave me the opportunity to work on a smile and explore facial expressions more deeply.

A book that helped me a lot while working on expressions in general is Anatomy of Facial Expressions by Uldis Zarins.

Modeling

I knew from the beginning that I wanted to pose the character later, so I started with a MetaHuman mesh. I sculpted in ZBrush to achieve the head I wanted, then exported the mesh to Unreal Engine to create a custom MetaHuman. This allowed me to export the character with his rig into Maya, where I could pose it properly.

Once the proportions were correct, I created the clothes in Marvelous Designer. I like to keep the shapes simple and rectangular, as it makes the retopology process much easier later in Maya.

Texturing

The texturing process for this character was not extremely complex. I used Mari for the face and makeup, and Substance 3D Painter for the sweatshirt and the hands.

For the face and hands, I transferred Texturing XYZ face scans and a hand scan from 3D Scan Store using Wrap.

In Mari, I cleaned the wrapped textures and added subtle color variations to the face. I also slightly reduced the number of freckles. For the specular map, I used the VFACE cavity map, which I adjusted in Mari using Levels.

For the sweatshirt, I kept it simple. I used a base texture with noise and then added value variations based on my references to give it a more natural fabric feel.

Lookdev

To have more control over the makeup inside Arnold, I used an aiLayerShader. This allowed me to tweak elements such as eyeliner, eyeshadow, and lipstick directly in lookdev without having to go back to the texturing software. Having real-time control makes the process much more flexible.

I applied a similar principle to the roughness. I used two aiLayerRGBA nodes connected to the roughness of the shader, along with ISO maps provided by VFace.

Grooming

It was the first time I created this type of hairstyle, so I searched for references on Pinterest to understand the haircut from every angle. Then I created the grooming with 6 different descriptions.

I also added fuzz to the sweatshirt to enhance realism.

As in the original concept, I split the hair into two distinct parts: the left side brunette and the right side red. To achieve this, I simply used separate XGen descriptions, such as twintail left and twintail right. This allowed me to independently adjust the colors inside the aiStandardHair shader in Arnold.

Compositing & Lighting

For the lighting, I tried to recreate the atmosphere of a café. I placed the key light coming from above and added a rim light from behind to highlight the sweatshirt fuzz.

For the background, I generated a café image with ChatGPT and placed it on a plane to complete the composition.

Conclusion

This project pushed me to step outside of my comfort zone, especially by working on a smiling expression instead of a neutral face. Sculpting a believable smile requires subtle control of the muscles around the mouth, cheeks, and eyes, and it made me realize how small adjustments can completely change the emotion of a character.

It also reinforced the importance of look development and lighting in enhancing expression. Even with solid modeling, the final emotion truly comes alive through shading and light.

Quentin Casse, Character Artist

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