amiris4 answered:
You’re gonna have to be more specific but I’ll assume you are asking about the general workflow or software so..
For software, I primarily work in Maya. For Compositing/Post work I use Nuke/Photoshop.
Modelling - For the body model, I use Daz Studio and try to match the proportions as close to the original model then export it along with some blend shapes for the genital areas and some correctives for the joints (thighs, elbows, etc).
Skinning/Rigging - Nothing special here since rigging is a pain in the ass in general, I just merge the original head skeleton with the daz body skeleton and quickly smooth the weights around the neck seam. Rig is just a standard ik setup using Maya’s HumanIK which saves alot of time.
Texturing/Shading - Just a quick coloring of the skin textures to match the original and painting over the neck seam. The specular + roughness maps for the skin are procedurally generated in the shader.
Posing/Lighting - I usually have a couple of poses in mind when I start so it is just a matter of posing the models and seeing if they look alright in IPR. Light setup is mostly 3 point lighting with a couple of additional lights added if I feel like it. If I’m lazy I just use a physical sun or HDRI.
Rendering/Post Work - I try to keep my renders under 5 minutes so the quality may vary depending on the scene complexity. Subdivision for all geometry, export standard AOVs + Z pass. Post work is just going through the AOVs to add some glow/depth of field/etc, fix render errors and some minor color corrections
For the hair, I’m still experimenting with it since i’m not really a groom artist. I use XGen which comes with Maya, it’s fairly easy to pickup but the mapping is always broken so its kinda a pain in the ass to work with.
From posing a model to lighting the scene and finalizing an image takes about 15 minutes on average.