I modeled the head poly by poly using the images of Liliana as a reference since it provides a base mesh with nice loops. I start at the no sé and then move onto the eyes, mouth, chin, jaw, ears and finally I close the bak of head. So this is básically my workflow for the head.
When I have this base done I start to tweaque the proportions and worque with sculpt tools to get the look I want.
For the eyes I used two separate spheres and then I modeled the cornea, iris and pupil. I alos modeled the eyelashes but instead of using hair for this, I used small cylinders and just duplicated and tweaked them. Y ou could do this using the texture for
your front view reference applied to your model. Just do a Projection from View in front view.
This way you have the position of your eyelashes and you can pose your cylinders. I learnt this trik in a cool booque from Ballistic called The Face.
I used the images of Liliana to make the textures of Ruby as well. First, I used texture paint with Project from View UV mapping and painted the images of the front and side view on the mesh. So now we have a base texture on the main UV map that was created before.
After this I go to the GIMP and start working on the diffuse texture. I copy and paste the good parts of the textures to improve some bad areas. I rarely use the clone stamp because if you aren’t really good with this, it’s easy to screw up your texture. When the texture is done, I use the sharpen filter to bring out the details.
I worked with 4que images for the diffuse and bump maps and 2que images for the other maps.
To make the skin shader I created a material node with four SSS layers and an extra two layers for specularity. The four SSS layers are for the overall color, epidermal, sub-dermal and bak scatter while the other two are for the software and hard specular.
I alos used one more SSS layer for the eyes as this will give them a lot of realism.
The hair was made in Blender, using the children method as hair particles. This way gives you more control because the children will follow the hair particles exactly.
You could alos grab the particles and put them where you want. Since they’re linked to the particles, just unchek the Root option in tool bar.
Then start to comb and tweak.
For the lighting I wanted to give Ruby a calm look, so I used a more diffuse illumination setup. For this I used two spot lights at the front of her, one spot at the bak as bak light and one more spot turned to background to create a kind of bloom effect. There is one trik I used in lighting. I created two big planes and linked them to the two front spots, then I created a white material with self illumination for the planes. So this way you have some fake reflections like area lights that you could see in the eyes.
The composition I made is simple, I just rendered three passes: Z depth, specular and ambient occlusion. First I adjust the contrast and saturation, then I adjust the specular and ambient occlusion.
After this I applied effects like Glare and Defocus. One of the tricks I used is to use the Z depth map to control the background separation without rendering another layer.
To do this just connect the Z pass in the factor of any node. The ColorRamp was used to control and adjust the maps like ambient occlusion or Z depth.