Note: This Making Of has models containing nudity
Introduction
Hello, my name's Sébastien Rousseau and I'm currently a senior shader artist at Eidos Montreal. In this Making Of I'm going to show you my creative process behind this image.
The main goal of this 3D illustration was to add human emotion and figuration to my personal portfolio and also learn some anatomical notions.
Before the creation of this illustration I passed through many steps. One of these steps was to create from a generic 3D human from. As you can see in Fig.01 – 02, this human character was modeled in 3ds Max for the basic shape with a reference sheet. After that it was exported to ZBrush for high res sculpting.

Fig. 01

Fig. 02
The best learning path is gathering as many references, tutorials and books on the topic as you can, otherwise you run the risk of creating a human shape just based on a preconceived picture in your head, which might well be wrong.
For the texturing, I used ZBrush's Zapplinks jointly with Photoshop, along with a lot of reference pictures from 3d.sk.
Fig.03 shows a ZBrush Transpose tool test I did halfway through creating the base mesh.

Fig. 03