GBell is a close friend of mine and was kind and patient enough to let me take very close-up high-resolution images for reference.
The base mesh was done in Maya and fine detail added into the sculpt in ZBrush.
I projected the highres skin detail onto the mesh in ZBrush and then manually painted and stitched all of the various projections together in Photoshop.
The hair in the main image is a photo composite - the 3D ends at the hairline and everything above is photo. The other images have hair created in Maya.
Responsible for: Modeling, Texturing, Lighting, Rendering