thanks nick 

one thing im noticing in the last post (animated gif) is that the ears are moving back/forwards like youād expect when someone is doing those expresions?
@Chris - thats right, but since i used the ears (with a custom nose locator) as a rigid constraint that separated the face movements from the head movements, as a result the ears are completely rigid now, and i didnt rig them in any way. so yeah, thats definitely a flaw, but im ok with that
@Pete thank you
Great updates, but I just noticed in the last gifs that the texture seems to be floating a bit on the neck (most noticeably on the middle head)
true
thats because i didnt use any trackers on the neck, the face was my only concern really. and because of that, any sudden head movements caused the texture to float. especially noticable at the end of the video sequence
moving on⦠eyebrows.
i prepped the scene so it matches my reference fairly closely and removed the brows from my facial textures

funny how persons face changes so dramatically without brows
This is awesomeā¦I love the skin. You should make a video tutorial step by step on how to do thisā¦I would pay for it for sure 
@MissOptimist maybe someday 
ive made a custom hair material today, which is solving the unrealistic flat look of yeti hair in conjunction with the vray hair material.
yeti hair + vray hair material 3

But this usage of the blend material result in āonlyā a 50% correct result and a 50% incorrect result?
Cant you rotate the anisotropy of the vray hair shader by 90°? I know you can do that with the default vraymaterial.
well i zero-ed the primary specularity and diffuse color in the hair shader and supplemented it with the vray shader. so its not just a 50/50 blend
unfortunately there are no controls for adjusting the anisotropy in the vray hair material. best case scenario would be turning it off completely.
Ok, but it looks like the wrong speculars are still being mixed in to me though⦠but im probably wrong.
Awesome job!
yeah, youre right, what you see is the secondary specularity, representing the light bouncing from the inner back side of the hair. i decided to keep that in.

Man fantastic work, but that beard is killing it! You should make your model friend go see a stylist.
Hi, just went through all 18 pages of this thread for the first time and this is so incredible and impressive that I just couldnāt stop until I reached the end. I donāt even feel worthy of replying in this thread between all this awesomeness but I canāt resist.
You went through all that effort in so many months. Of course as I understand you did it in free time between commercial projects.
How long do you think it would take you to make another realistic face like that with all the knowledge you have now? It was trial and error so far and lots of learning, but did you used all that to design a more useful workflow?
The final product looks extraordinary, you know best how much work it required up to the final stage. So in your opinion, do you think it was worth it? Is it worth to do realistic face with this workflow, or was it completely experimental and for learning purposes only and you would never do it again for a serious project? Are there any faster methods now, that you know of?
If my questions are weird then Iām sorry, but Iām a complete amateur 