
Fig. 05

Fig. 06
Texture and material - Head
I used 4k maps for the face texturing process. It's really amazing; it contains so many details that you don't need to paint a bump map. You just need to make a little color adjustment, plus draw the mouth lip details.
There are seven textures for the SSS material (Fig.07). They are as follows:
- Unscattered
- Epidermal
- Subdermal
- Suddermal weight
- Two Specular weight maps
- Bump map
About the SSS material: there is not a standard to measure what a skin material should look like. You can fiddle with the parameters to get the result that you want, it could be super-realistic or fantastic or a cartoon style – it's up to you.
Here I made a weight map for the subdermal layer, because this is a underage girl and so I wanted to make some parts of her face looks more tender than an adult's, such as the lips and the cheeks.

Fig. 07
Texture and material - Cloth
I applied a tileable fabric bump to it, in order to get the right scale for the fabric pattern. I tiled the map 100 times and then set its bump value to 999, which gave it a nice fabric look. I made a Chinese-style red color for the cloth and added a Chinese-style flower pattern to the collarband(Fig.08).

Fig. 08
Texture and material - Hair
I used 3ds Max's native hair system to create the hair (Fig.09).

Fig. 09
Lighting
The lighting set up was pretty simple. I used a "wall” to "cut” the key light as this made the lighting more natural. I then added a couple of other lights to act as environment lighting (Fig.10).

Fig. 10