This is a cinematic character project I have been working on recently. I wanted to explore a few sculpting and detail transfer solutions, along with hair styling workflows between ZBrush and Maya, and skin and hair shading in Vray.
The hair guides were created in ZBrush using Fibermesh and were used to drive the hairstyle in Maya. The XGen setup is mostly procedural and consists of a couple of modifiers driven by custom expressions that output values based on the hair length.
The head model was baked in Zbrush with the Multi Map Exporter onto an animation ready mesh, and rendered using displacement maps.