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Face anathomy sculpting practice pushed further.

My main goal was to achieve visual attractiveness while keeping polygon count as low as I could to make real time rendering possible.
I've also tried to learn baking and using haircards (made purely in Blender) and studied a little more anathomy and colors of the human face.
Headgear was inspired by Lady of Pain from Planescape: Torment.

Total tris: ~28k.
Cycles render has subdivision x1 for head enabled purely for dealing with shadow terminator (Blender tweaking for shadow terminator offset was visually unsatisfactory for me); difference with Eevee renders should be neglible if not zoomed super close.

Cycles render

Cycles render

Eevee render 01

Eevee render 01

Eeevee render 02

Eeevee render 02

Wireframe

Wireframe