Most of the modelling and rendering was done in Blender, displacement maps and skin texture in zbrush.


Here is my skin material setup for those that are curious. The most important things I found were good displacement maps (or normal/bump if you prefer) and stronger colours in the diffuse as having SSS and shininess can wash it out. The roughness map was to simulate areas that are generally more oily on the face like forehead and nose. I was new to zbrush in this project and was amazed at the quality of skin detail produced by the brushes. Since the displacement map contains no licensed images, I've decided to share it here (only the face is detailed, no body sculpting).

And the skin node setup is as follows. Sometimes the displacement maps look good in zbrush but too weak/strong in blender, so use a math node to adjust that. Lighting is also very important to show off a good shader. HDR maps are the easiest way, but the next simpliest way that makes skin and cloth look good is rim lighting (via emission plane from behind) + sun lamp of 0.1 size or smaller from side

And finally some bonus process animations.


Thanks makehuman for continuing to create great software and customisable body models
