Thanks! Sure, the hair just a bunch of hand placed overlapping planes. I made a quick grease pencil sketch underneath and just started moving verts around. No real magic to the other stuff either. Lots of dyntopo sculpted detail… the scene is a bit under 4 million polygons even though some parts look really simple and low poly.
The character has a simple rig which I initially used to pose her.
Probably the most complex part of the scene is the lighting, which consists of one main skylight (sun) and maybe a dozen coloured point lights with low range, just to get the colours to look right in the foreground and background. There’s also a lot of per-material emission stuff and other texture tricks, so it’s not even close to being a physically accurate render.
Thanks a bunch for the comment! The head gave me some trouble. I initially had a high poly sculpt of it, but it was really tough to get it to look expressive, so I gave up on it and opted to create the face as a texture.
Thanks for the feedback. Now that you mention it, I tend to agree with you. I like to play around with expressions, and that would’ve been really tough for me if I’d gone with the sculpted face since I’m not good at making facial rigs. I should’ve made the lighting and materials flatter since I went Next time I’ll have to learn it though!