A realistic model of a strong, angular male head. The scene is set up in centimeters, and the head measures 38.4 cm in total height and 23.8 cm from chin to the top of the head. It is textured with 8192 x 8192 maps for displacement and color while the specular color of the same size mainly drives the glossiness through a remap node. Other bonus textures are a normal map for use in gaming engines and a fine skin texture file that can be used to combine with other sculpted maps. All the shaders are Vray shaders, so in order to exactly duplicate the look seen here you will need the Vray renderer. Hair, beard, eyebrows and eyelashes are set up in Xgen, so for Maya users, no 3rd part hair plugin is required. The hair is attached to a duplicate head that is driven by the original render geometry and subdivided twice and then deformed by a texture deformer that makes it match the displaced render geometry. Load another the displacement map and the texture deformer will adjust accordingly. This way the hair sticks to the head in the renders. The subdivided hair base does make the total poly count of the scene higher than you might expect though. The main mesh to be rigged and animated has 2644 faces. The eyes, teeth, gums and tongue are an additional 12298 faces. The geometry is all quads, and the topography is very animation friendly. In the Maya folder, you will find two maya scenes: One with all the haircurves in case you wish to build the hair with a different hair plugin. The other has the head with the Xgen collection. You will also find an xgen folder. For the hair to render, this Xgen folder needs to be placed in the root directory of the selected project. If there already is an Xgen folder there, they should be merged, not overwritten. Sometimes the hair doesnt render correctly the first time you render. If it appears to grow inwards, stop the render and start the render again. The problem should be gone the second time you render.