Meet Frank, this is my newest piece based on the amazing concept by Brandon T Pike (Artstation: https://www.artstation.com/brandonpikeart and Instagram: https://www.instagram.com/brandonpikeart). I’ve been focusing recently on materials, lighting, and rendering and this piece really pushed me in all those areas. Modeled in Zbrush and Blender, textured with Substance Painter and Photoshop, and rendered in Blender with Cycles.
Why did make use of textures masking for the facial hair. Just noticed the second skin which has a lot particles which never are seen. If you use a particle texture you can easily mask it, would make it much quick to start rendering.
Ps i know a trick for your background image so you wont get banding due to 8bit limitation.
If you make a smartobject of that blue layer, than add a layer filter Gradient. This has the option to add Dither to the gradient. This will allow you to have less visible banding.
Another trick is to add a very soft blur 1-4 pixels or so and some noise. First add the noise than the gaussian blur. Again use smartObject so you are working Non Destructive and you can alter the Filter later again
Okay, it was worth trying. PS your sculpt is different than that from the link right? The other one has quite prolific nose and cheek bones. Lovely character.
Im working on Franky so i can render it using a different render engine. Have some issues with the hair to get it to look as nice as Cycles can show. Hope i will succeed.