Using the hPolish brush with the settings shown in Fig.03 to both add and subtract gave the sculpt its rough texture (Fig.05).
Before exporting it, I decimated it to a manageable number of polygons.
I will try to describe the lighting and rendering process in detail, and take it step-by-step so that people new to rendering in Max can learn by doing.
So, after importing the model into 3ds Max the first thing I did was to try and figure out the composition of the picture. For this I just set the dimensions I wanted in the Common tab of the render settings, turned on Show Safe Frames (Fig.06), and created a camera with a low field of view, suitable for portraits. Then it was just a matter of moving around in the camera and finding the right angle. I also created a background plane (Fig.07).
For the lighting I used a free HDR image I downloaded from www.hsrmill.com for the ambient light and a mr area omni as a key light. I placed the key light above and slightly to the side of the model. I also had to create a very faint fill light placed just below the model and to the opposite side of the key light, in order to slightly lighten up the shadowed parts.
To import an HDR image, just open the Material Editor and load a bitmap in the diffuse slot of a standard blinn (Fig.08).
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