Nocturnal Citadel: Frostfeather Enchantress (CLOSED)

Hi, thanks for stopping by. This is my 4th entry and the one I worked hardest on so I hope you appreciate it 
I'll be posting the story and workflow soon.
Render:

Wireframe:


Thumbnail:


I'll be posting the story and workflow soon.
Render:

Wireframe:


Thumbnail:

! REPORT
Following up with an updated render along with the story:
Story:
In the heart of a magical winter forest, Isolde, abandoned as a child, found companionship among its creatures. Communicating with wise owls, she learned their ancient magic and heard tales of a hidden Citadel promising unimaginable ice powers. Determined, she embarked on a quest guided by her owl companions.
As she neared the Citadel, whispers warned of Magus, a magician who claimed its power. Undeterred, Isolde devised a daring plan with the owl's guidance. Moving stealthily, she reached the Citadel's entrance, convincing forest spirits to lower their defenses.
Silently entering, Isolde faced the mysterious halls of the Citadel, the air crackling with ancient power. The path ahead held the promise of untold challenges, and she steeled herself for the confrontation with Magnus, the powerful guardian of the frozen fortress. The fate of the enchanted forest hung in the balance as Isolde prepared for the imminent showdown that would determine her destiny.
Workflow:
Base character:
"Isolade" herself was made by sculpting a base human mesh into a "powerful" looking, symmetrical, and "sharp" enchantress using Blender's sculpting tools.
Owl mask:
3D modeled just from imagination and a few reference images and textured in Substance Painter. The feathers on the mask are images of feathers, processed with subsurface scattering, alpha masks, and transparency masks (image below). The peacock feather (third eye) is just an image texture with an emissive and alpha mask.

Hair:
a simple hair dynamics simulation with a simple Principled Hair BSDF shader scattered on a modeled mesh.
Cloak:
A modeled plane in the shape of a cloak with a cloth simulation and sewing simulation with textures using Substance Painter.
Necklace:
The necklace with the square shape was done by adding an array modifier, a curve modifier (paired to a curve wrapping around Isolade's neck), a solidify modifier, and a bevel modifier onto a plane. The modifiers were then applied to the cubes and manually maneuvered to look organic. The textures were made in Blender with a Voronoi texture map as a base.
The crystal necklace was made with the "landscape" modifier to create the gem pendant to which I added a custom light dispersion material (image below).

To make the pendant holder I used a shrinkwrap modifier on a subdivided plane end extruded it to make it 3 dimensionsional. I added a chain to hold it around her neck with a circle curve with extruded geometry. I now interlocked two of these objects and an array and curve modifier similar to the cube necklace.
The steel necklace with a blue pendant is a hand-drawn texture unwrapped atop a cylinder.
Other:
The Bokeh effect was added by adding a bokeh mask as an emission map in the background and adding a depth of field effect to the camera.
The snow was made with a simple particle animation a a slight camera shutter effect.
Compositing:
I composited the whole thing natively in Blender (no post-editing in Photoshop) by using an alpha-over node to add a blurred hand-drawn image of a forest in the background (image below)

Updated render:

Thumbnail:

Story:
In the heart of a magical winter forest, Isolde, abandoned as a child, found companionship among its creatures. Communicating with wise owls, she learned their ancient magic and heard tales of a hidden Citadel promising unimaginable ice powers. Determined, she embarked on a quest guided by her owl companions.
As she neared the Citadel, whispers warned of Magus, a magician who claimed its power. Undeterred, Isolde devised a daring plan with the owl's guidance. Moving stealthily, she reached the Citadel's entrance, convincing forest spirits to lower their defenses.
Silently entering, Isolde faced the mysterious halls of the Citadel, the air crackling with ancient power. The path ahead held the promise of untold challenges, and she steeled herself for the confrontation with Magnus, the powerful guardian of the frozen fortress. The fate of the enchanted forest hung in the balance as Isolde prepared for the imminent showdown that would determine her destiny.
Workflow:
Base character:
"Isolade" herself was made by sculpting a base human mesh into a "powerful" looking, symmetrical, and "sharp" enchantress using Blender's sculpting tools.
Owl mask:
3D modeled just from imagination and a few reference images and textured in Substance Painter. The feathers on the mask are images of feathers, processed with subsurface scattering, alpha masks, and transparency masks (image below). The peacock feather (third eye) is just an image texture with an emissive and alpha mask.

Hair:
a simple hair dynamics simulation with a simple Principled Hair BSDF shader scattered on a modeled mesh.
Cloak:
A modeled plane in the shape of a cloak with a cloth simulation and sewing simulation with textures using Substance Painter.
Necklace:
The necklace with the square shape was done by adding an array modifier, a curve modifier (paired to a curve wrapping around Isolade's neck), a solidify modifier, and a bevel modifier onto a plane. The modifiers were then applied to the cubes and manually maneuvered to look organic. The textures were made in Blender with a Voronoi texture map as a base.
The crystal necklace was made with the "landscape" modifier to create the gem pendant to which I added a custom light dispersion material (image below).

To make the pendant holder I used a shrinkwrap modifier on a subdivided plane end extruded it to make it 3 dimensionsional. I added a chain to hold it around her neck with a circle curve with extruded geometry. I now interlocked two of these objects and an array and curve modifier similar to the cube necklace.
The steel necklace with a blue pendant is a hand-drawn texture unwrapped atop a cylinder.
Other:
The Bokeh effect was added by adding a bokeh mask as an emission map in the background and adding a depth of field effect to the camera.
The snow was made with a simple particle animation a a slight camera shutter effect.
Compositing:
I composited the whole thing natively in Blender (no post-editing in Photoshop) by using an alpha-over node to add a blurred hand-drawn image of a forest in the background (image below)

Updated render:

Thumbnail:

! REPORT
drjivago
Karma: 11,723
Sat, Dec 30, 2023Hey, Looks like you left the best for the Last 
This is a great rendering. Well done.
Think this sums up your long awaited series in the journey.
The eyes really strike you and come forward from that cold winter background.
I wish you best luck. Happy New Year.

This is a great rendering. Well done.
Think this sums up your long awaited series in the journey.
The eyes really strike you and come forward from that cold winter background.
I wish you best luck. Happy New Year.