The character was first concept in zbrush, retopologized , and textured in photoshop from some interesting baking matcaps materials from zbrush with the help of the function "crop and field".IT is lot of fun but you first make sure youve got enough hard disk space XD. Zbrush matcaps are too nice .
Hair was combed with HAIRFARM .Otherwise you mayprefer to struggle with our beloved "hair&fur" from max.
Hands were modeled separately from max to zbrush following a parallel proccess as erudit head .otherwise I would have ended up with a diferent result .
Posproduction was made in nuke and photoshop .Nuke was very helpful to create the "boke" lensblur effect and volume ligth of background .Dust particle were added from old max render files made very quikly with pflow .You may do that with many diferent particle based aplications with the same result .
EYES,EYEBROWS&GLASSES DETAIL
MOUTH DETAIL
HAND DETAIL01
HAND DETAIL02
ZBRUSH RENDER OUTPUT: detailing wrinkles
ZBRUSH CHARACTER BASE
Clip underneath shows hand rigging test for the character . The tree sequences belong to the workflow modeling (3dmax), detailing (zbrush) , shading (max, zbrush, photoshop).
I hope you enjoy that.