KEANU REEVES REALISTIC PORTRAIT

I started with sculpting in ZBrush, focusing on blocking and matching the primary forms from reference, which is one of the most challenging parts when trying to capture a strong likeness. For the skin, I used Texturing XYZ maps, projecting them in R3DS Wrap, then refining the projected mesh in ZBrush using the smooth brush. After that, I moved to Mari, where I cleaned and color graded the textures to better match Keanu’s skin tone. His appearance has changed quite a bit over the past decade, so I aimed for a balance, landing somewhere in between to make the model feel as true to Keanu Reeves as possible.


Once I had all the maps ready, it was time to bring everything together for lookdev in Maya using Arnold. I set up the shaders for the mesh and began testing the skin under different lighting setups to see how the specular, SSS, and base color responded.
EYES
For eyes, i sculpted and poly painted the Iris in Zbrush and in Mari painted the sclera.

NEUTRAL LIGHTING SETUP

RENDERS IN DIFFERENT HDRI's

SOFTWARE USED



















