All hair (including eyebrows, lashes and head hair) in this Image is geometry; there are no Post-Effects at all in this image. For the material I used FryRender-Features like S5 (Single-Sheet-Sub-Surface-Scattering),
Thin-Film-Coating and Anisotropy. In opposite to my “Homage” for example, I was not going for a natural look, but rather something exaggerated, comic-like, like some rough painted strokes, filling the Image.
Hairguides
Environment
Some Textures for the Backgound-Stuff
This is a sort of reproduction of an abandoned house near where I live. I made several frontal-parallel photos from the wood, the walls, etc. to make textures out of it. In the fry-material editor there are great controls for image processing such as contrast, clamp, and equalize. There was mostly no need to manipulate the images in a 2D-Application to get bump- and roughness maps, it can all be done in the material-editor. This saves a lot of memory too. Next, I applied the textures to the background-objects (bricks, etc.) using mostly very primitive mapping methods like cylindrical oder cubic mapping.
Skin & Materials
Diffuse, Reflections, SSS and the Result... (left) ... (Right Illustration) Materials: Cast Iron (top-left), Wall (top-middle), Teeth (bottom-left), Wood (bottom-right)
For creating the skin-material I used the Mental Ray Fast Skin as guide. I had recreated every layer of this shader in Fry Render and changed something until finally my material had 2 specular, 2 diffuse (different Roughness and Color), and 3 sss-layers. I love the material-system in Fry. You have parameters, mainly Ref 0°-Color, Ref 90°-Color, roughness and fresnel ND. Only a few parameters to create every material that can exist in real world (and above).
Lighting, Rendering and Post Production
The scene is lit by 3 emitters and slightly by a HDRI. After Rendering, I was able to decide about strength and tinting the lights through the Layer Blending-Feature of Fry Render. Because Fry Render is an unbiased engine, I had not to worry about GI, Area-Shadows, Caustics, etc.; it’s always physically correct. Most of my images are rough render outputs which don’t need any post-pro. In this case, I was aiming for an old-photo-look so I degenerated the colors, added chromatic Aberration, Film Grain, Color Grain, etc. to get an old-bad-photo-look and stylization.I hope you enjoyed my “Making-Of.” If you have any further questions you can contact me via my website.