A turnaround of a Character and Clothing sculpt done in Zbrush and Textured in Substance Painter. Hair and Rendering in Blender. I used a subsurface map to create the scattering in the nose and ears. The hair was a combination of nurbs paths for thicker shapes of hair and hair particles.
This was a personal exploration of using hair elements on a sculpture and understanding how to use Subsurface scattering in Blender.