Empress Suiko - Proof of Concept (Breakdown)

Unreal Render

Unreal Render

Unreal Render

Unreal Render

Unreal Render

Unreal Render

Zbrush layers of skin alterations 
(Base / Random noise / Asymmetry details / Tertiary details; pores and wrinkles)

Zbrush layers of skin alterations
(Base / Random noise / Asymmetry details / Tertiary details; pores and wrinkles)

Subsurface scattering with real-life reference. Rendered in Marmoset 3

Subsurface scattering with real-life reference. Rendered in Marmoset 3

Roughness map highlight

Roughness map highlight

Hair cards textures based on Lithvall's template. Hair strands were created in Zbrush and baked in MT3

Hair cards textures based on Lithvall's template. Hair strands were created in Zbrush and baked in MT3

3 different layers of hair; each with different purposes.

3 different layers of hair; each with different purposes.

Technical breakdown of guide splines, wireframe and vertex colours for AO.

Technical breakdown of guide splines, wireframe and vertex colours for AO.

Normal map and flat albedo textures.

Normal map and flat albedo textures.

Breakdown

Breakdown

Hair reference; based on Amidala's Phantom menace pre-senate appearance.

Hair reference; based on Amidala's Phantom menace pre-senate appearance.

Suiko reference from a documentary about her life directed by Japanese Heritage.

Suiko reference from a documentary about her life directed by Japanese Heritage.

Further expanding my skill as a character artist I decided to investigate professional practices in skin and hair creation. It was designed as a proof of concept. Result of the experiment was satisfying, although there are rooms for improvement, such as wrinkles details, better optimised UV, thinner hair strands, hair painted on the texture itself - transition between the skin and hair, and eyelashes)
Breakdown and further description at the bottom, since the space here is very limited.

Link to Zbrush script:
http://www.zbrushcentral.com/showthread.php?188035-BA-Thesis-ZScript-Creating-Masks-for-dDo-Quixel-Suite-and-Compositing

If there is enough interest, I'll be happy to help to explain the Zbrush - MT3 - Max workflow