I continued with my character's textures, starting with the eye. I watched some more tutorials and took in some feedback for how to push the realism of the eyeball. I learnt about the correct roughnes values, layers of the iris, and using image projection in the scelera for realistic tiny veins in the eye. I later changed the eye colour to blue to match my likeness reference.
Next I worked on the hair. This time I was determined to use Xgen. I looked at some tutorials online as well as got some help from peers and tutors. I also purchased Hazel Brown's Geralt hair breakdown on Artstation marketplace (Thanks for this Hazel!) to see how I could efficiently set up my hair files in Xgen. Once I had enough reference material to help me, I made several hair collections. As the hair was in rollers I didn't need the typical amount of hair clumps as I would for loose hair, but I did need to think about the shapes of the clumps more. For example, how the tension of the hair in the roller affects the amount of tapering and noise level. I used a lot of turnaround reference images for this.
I also set up a light at around 30 degrees and played with the intensity for the render.
I also made some transitional hairs for the edge of the hairline.
Once I had my cards I generated normals, roughness and AO. I then tested them in marmoset and was pleased with the results.
Placing the cards was a challenge due to the shape of the rollers. In hindsight I should have used splines to arrange them, but I was pleased with the results regardless.
I went backwards and forwards to test the hair placement.
I also looked up on the marmoset website how to set up skin textures. This helped me to enhance the realism of my character.
After some feedback from my tutors, I had a few things to fix. I needed to fix the size and shape of the fingers slightly, particularly the knuckles.
I was also told how to push my textures further, by adding staining to fabric and creasing to the toe area on the shoes.
I also created a cracking effect on the PVC belt, which slightly revealed the white elastic underneath.
I also played around with the makeup colour and blush colours.
Next was rigging. I weighted a 3Ds Max biped and animated it using an idle animation from marmoset. I then edited the animation so that her right hand would be resting on the barbell.
I'm super pleased with the final results, thanks to everyone for the help on this one!



















