Apart from this, I created extra geometries to create the tear line and to improve the blending between the eyeball and the face. I also adjusted the eyelid to the shape of the eye for the different poses (Fig.25).

Fig. 25
Teeth
Once I'd modeled the teeth I used photos to create the textures. For the shader, I made several tests to simulate a good translucency. Finally I used the SSS fast skin shader with this configuration (Fig.26).

Fig. 26
The reflection is in an extra pass. I made it with a blinn shader to compose later in Photoshop.
Hair
For the hair there were two stages: the generation and the shading.
Hair Generation
I made many tests to create the haircut that I wanted, and it was so painful. The best that I found was shave and haircut, using nurbs curves to create the hair (something like a loft, but with hairs). With this method I could control the style of the hairs.
For that, I selected two or more curves, created the hair and selected "Interpolate Guides”. I created different hair systems for each style to give some variety. If you only create one, the result is very "smooth” (Fig.27).

Fig. 27
I created two different hairstyles and also a bald version (with the hairs from the skin texture. So I then had three different hairstyles to choose for each pose. In this image you can see the different systems used for each style (Fig.28).

Fig. 28
Once the systems were created, I ran a dynamic simulation to lay down the hairs in the final position. I used a version of the geometry with smoothed ears to avoid problems with the dynamic simulation.
Hair Shading
For the shader, I used "shaders_p” hair system. I played with different shaders and this was the one that gave me best results. It can be downloaded here:
http://www.puppet.tfdv.com/download/shaders_p_e.shtml
To use that shader instead of the shave and haircut one, you have to uncheck "OverrideGeomShader”. Then you can apply the shader that you want to the hair system.
I made different shaders with little variation in the position of the specular and assigned these to the different hair systems. I then rendered the hairs in a different pass ready to be composited later in Photoshop.
Fur
I wanted to add fur to the face because the camera is so close to the face and I think this adds a lot of realism. I created different systems, each one with a different width, length and orientation. I used the Paint Fur Attributed tool to paint the baldness of each system.
I rendered in a separate layer, and composed in Photoshop with the blending mode set to Screen (Fig.29).

Fig. 29
Composition
I merged all the layers that I had previously rendered. Nothing special here; I just configured all the layers and passes in Photoshop.
Finally I added a layer of noise, a bit of blur and some chromatic aberration to try and reduce the CG appearance (Fig.30).

Fig. 30