Rachel

This is a Likeness of Rachel Brice, the American Tribal Fusion bellydancer.

I choosed her because many years ago I was very thrilled by the bellydance related world, and I thought it would be challenging to make a likeness of such a popular dancer.

Rachel never dresses the same and it has been switching many styles and outfits following her evolution, so to stick with a reference it was pretty complicated as I couldn't get all the details with all the blurry videos and infinite photos, all of them looking so different. However I could gather some elements that she wears a lot.
Regarding the skin tattoos, I had no clear photos of the back part of the tattoo so I invented a bit what it looked like a "buttefly-girl".
On top of that I also got many freedoms when choosing tribal jewelry, so I just had fun into my bracelet design journey.
Sorry Rachel, any resemblance with reality is pure coincidence.

Hair textures are rendered in Maya Xgen and the haircards are done mainly in GS curvetools . I also used lofts for the more complicated shapes on the cards.

After the bust part was done, the project was worthy to continue as I wanted to aproach it as a way to learn how to present it in Unreal Engine 5.7, taking advantage of the metahumans workflow. So I sculpted her head and body , then I adapted her to a metahuman. That way she could be rigged more easily.

The main reference for the dress I took it from the video on youtube "Rachel Brice & Datura at Tribal Fest 14" https://www.youtube.com/watch?v=Q5Tr7x6BxPk

The embroidered textures on the skirt were done in Substance Designer, but I first drawed the flower patterns in photoshop.

First haircard renders were done in Marmoset Toolbag 3.

First haircard renders were done in Marmoset Toolbag 3.

The tassels that hang from the scarf, which is a "manton de manila" type, are stripes of cards, which textures were first designed in zbrush, As I thought the ropes would be far more realistic this way.

The tassels that hang from the scarf, which is a "manton de manila" type, are stripes of cards, which textures were first designed in zbrush, As I thought the ropes would be far more realistic this way.

first head topology was my own.

first head topology was my own.

The head and body meshes are now on the metahumans topology.

The head and body meshes are now on the metahumans topology.

Here I'm having a great party!

Here I'm having a great party!

Thanks for watching, I thought you would fancy a jewelry set.

Thanks for watching, I thought you would fancy a jewelry set.