This is my very first attempt at creating a realistic character, with a focus on skin detail and displacement workflow. I created the entire character from scratch: sculpting, UVs, texturing, lookdev, grooming, and rendering.
For the skin, I used a displacement map from a 3D scan, which I refined and combined with other maps to achieve high fidelity skin pores. I baked the final displacement using xNormal, which helped me control the detail distribution and microstructure.
This project was a personal challenge to learn more about realistic skin shading, displacement refinement, and lookdev for close-up renders.