This male head was sculpted in Zbrush from scratch by me using photo references. Retopologized, UVed and textured by hand using photos of human skin.
Head - 2990 quads plus 4 tris behind the ears and inside
Eyes - 1184 * 2 = 2368 quads and tris
Teeth, gums and tongue - 9278 quads
Total amount: 14640 polys
Mesh is ready for rigging and animation. Please pay attention to the topology of the mesh if it suits your needs. The native file format is Maya binary 2015. Contains the head with a render setup.
Rendered using Vray renderer ver. 3.05 and FastSSS2 shader for linear workflow. Rendered images are saved in exr format, 32 bit.
UVs are not overlapping except for the eyes which share UVs. Eyes consist of three meshes for sclera, cornea and iris.
This model is NOT rigged or animated and does NOT have any blendshapes. It can be setup in real-time engine such as Unreal Engine 4.
All textures are squared.
Textures in 4096 by 4096 in targa format (TGA) skin, teeth and tongue:
Normal (Tangent Space, skin only)
Subdermal (skin only)
Overall (skin only)
Sclera scatter colour - 2048
Sclera subsurface colour - 2048
Sclera normals - 2048
Cornea diffuse - 1024
Iris specular - 1024
Iris normal - 1024
Zbrush file has multiple subdivisions but with older version of the low poly model of the head (first subdiv)
The highest (7th) subdivision contains fine details and has ~11mln points.
The model is slightly asymmetrical.
Real world scale. Overall height - 34.6cm, from bottom of the chin to the top of the head - 24cm.