DigiHumans: Heads Collection [REF]

These are some of my contract work for Radical Convergence in contribution to Digital Humans: https://www.radicalconvergence.com/digital-humans

Breakdown: I used Zbrush to fix scans or sculpt heads from scratchbased on reference. We use TextureXYZ, Photoshop for fixing, correcting and creating textures. Maya Interactive Grooming for any type of hair. Arnold for rendering.

CR1-0054_S (HeadHairGroom)

CR1-0054_S (HeadHairGroom)

CR1-0054_Y (HeadHairGroom)

CR1-0054_Y (HeadHairGroom)

CR1-0054_Y, CR1-0054_S

CR1-0054_Y, CR1-0054_S

CR1-0054 Scan, Reference, Zbrush Details. Topology, Groom [ Higher Quality Breakdown here: https://bit.ly/3aUp8CG ]

CR1-0054 Scan, Reference, Zbrush Details. Topology, Groom [ Higher Quality Breakdown here: https://bit.ly/3aUp8CG ]

CR1-0057_Y (HeadHairGroom)

CR1-0057_Y (HeadHairGroom)

CR1-0057 Scan, Topology, Zbrush Details & Reference [ Higher Quality Breakdown here: https://bit.ly/2N2edyt ]

CR1-0057 Scan, Topology, Zbrush Details & Reference [ Higher Quality Breakdown here: https://bit.ly/2N2edyt ]

CR1-0054_S (I gave him TRESemmé hair gel, now he's a slick boye)

CR1-0054_S (I gave him TRESemmé hair gel, now he's a slick boye)

CR1-0056 Topology, Zbrush Details & Reference [ Higher Quality Breakdown here: https://bit.ly/39Up6vA ]

CR1-0056 Topology, Zbrush Details & Reference [ Higher Quality Breakdown here: https://bit.ly/39Up6vA ]

CR1-0031 Zbrush Sculpt & Ref

CR1-0031 Zbrush Sculpt & Ref

CR1-0053 Zbrush Sculpt + Tertiary Details & Ref [ Higher Quality Breakdown here:  https://bit.ly/3oP60Lj ]

CR1-0053 Zbrush Sculpt + Tertiary Details & Ref [ Higher Quality Breakdown here: https://bit.ly/3oP60Lj ]

CR1-0051 Scan, Zbrush Sculpt & Ref

CR1-0051 Scan, Zbrush Sculpt & Ref

CR1-0055 Zbrush Details & Reference 
[ Higher Quality Breakdown here:  https://bit.ly/3cRmoJb ]

CR1-0055 Zbrush Details & Reference
[ Higher Quality Breakdown here: https://bit.ly/3cRmoJb ]

CR1-0052 Scan, Zbrush Sculpt & Ref

CR1-0052 Scan, Zbrush Sculpt & Ref