This is the same model as Female Head 3 Product ID 987364, but with some nice extras.
The most important feature is the addition of 48 Blendshapes (Called Morph Targets in 3DS Max). In the Maya scene these Blendshapes are connected to the render head. Some Blendshapes drive extra displacement maps to enhance expressions, mainly in the forehead, but also in her cheeks when she smiles. In other applications you will need to hook up these maps yourselves. In the Maya scene these extra displacement maps also tweak the Color Gain on the Color map to slightly darken and redden the groves. The FBX file has the Blendshapes connected to the main head, but you can always use the provided meshes to set it up manually. One thing to be aware of: You will notice that besides the Eyes Closed, Smile and Smile Open blends there are also halfway blends. These are meant to reduce the linear motions to these targets. So if you have a controller for the closing of the eyes running from 0 to 10, you should make the eye half closed reach full blend at 5 and reduce it to 0 at 10. The full closed blend starts at 5 and reaches full blend at 10.
Another extra is a second skin shader showing makeup. This makeup is not added in the color map, as this would also make the makeup translucent, which it's not. Instead the makeup is added as two standard Vray materials in a layered shader masked with opacity masks. The first for eyeliner, mascara and lipstick, the second for glitter around the eyes. This makes it quite easy to adjust the look of the makeup.
A third extra is Xgen hair. This is not set up with dynamics as it will probably be replaced anyway, but there is a Maya and FBX file with the hair curves in case anyone likes the hairstyle.
IMPORTANT:The Xgen hair will only show up correctly after placing the xgen folder in the root directory of the present project. I'm sorry, there is no other way to make it happen, that's just how Xgen works.
Lastly the eye lashes and eyebrows are collections of clusters of polygon hairs, and in the Maya scene they are riveted to scalp meshes that are wrap deformed by the render mesh. The scalp mesh for the eyebrows is subdivided 2 times and has the forehead displacement maps drive some texture deformers on the scalp. This way the eyebrows stay on top of the rendered skin.
The renderer that has been set for the scenes is Vray. All shaders are Vray shaders. The head is textured with 4096x4096 textures for Color, Specular Color, Normal map and Displacement map. There are also 2048x2048 maps for Makeup Color and Eye Opacity. The Makeup Opacity files are 4096 x 4096 maps. The displacement map is a 16 bit tif that may seem low on contrast, but it has been made to work with an alpha gain of 1. The extra displacement maps are not normalized, and should be used with whatever alpha gain one finds appropriate.
The scene is set up in centimeters. The head measures 21.3 cm from top to chin and the model is 37 cm total height. The topology is set up in an efficient and animation friendly way.
For Maya users: Please check out my fully rigged version of this woman with blendshapes for 3 other faces. Product ID: 1116540. This product allows you to use 1 model for several characters.