I started by placing my reference image into a blank Blender file, and creating an icosphere. I used the multiresolution modifier in order to subdivide the sphere as I went along, and of course I mirrored all of my actions when sculpting in order to get that uncanny perfection that I was going for with my initial sketch. This also sped up the whole process significantly. I switched between orthographic and perspective during the sculpting process, to get a good balance between accuracy to the reference, and a generally good look. As I began to model the first few stages of the face, a few things became apparent; I quickly found that larger eyes worked well in my stylised sketch, but looked very out of place in a more realistic model. I still wanted to keep the statue a little stylised, as I personally find realistic sculpting and drawing to be very difficult, however I definitely had to tone it down for my final model. After pushing and pulling the features to the correct size and proportions, I began to smooth out the details.
Whilst modelling this, I also had some reference images around to help get the desired effect. I wanted to emphasis the Roman nose that this model should exhibit, since it is based off Greek/Roman statues. This side profile (seen to the left) helped me tremendously, not only on how the nose looks on Roman statues, but also on the side profile in general. I struggle with drawing accurate side profiles, and so I didn't have a side reference for the head - this image helped me tons with getting accurate proportions for the nose, mouth, chin, and forehead.
I kept working slowly at the features, adding levels of subdivisions where needed, and of course adding in the eyeballs. Luckily I had a very helpful real life model sitting next to me - also doing his work - whom I could use as a model for the ear. Because of this, I think that the ear came out remarkably realistic. The lips, as always, were a challenge, however I think that I got them to look alright in the end (though fairly dissimilar to my original vision). The nose came out very good, in my opinion, both from the front and from the side, and has that distinct point and hook seen in Roman sculptures. I think if I were to sculpt it again, I might have reduced the size of the nose slightly, and made it more slender. Overall the final face is bulker and less sleek and sharp than I would have liked, but all in all I am happy with the results. The large eyes don't look too out of place, and it gives that distinct superior, ethereal aura that I was initially looking for. To finish the face, I gave it some eyebrows, which are separate objects, and made from Bezier curves.
Finally, I started on the hair. I use the same Bezier curve workflow that I displayed in my practice sculpt, Tweaking the shape as I went in order to create realistic-looking wads of hair, twisting and turning them to give them realistic (but still heavily stylised) weight and flow. Of course, unlike my practice sculpt, my workflow was reduced by a mirror modifier applied to the hair. After creating the main body of hair, filling out empty spaces and trying my best to make it look as ethereal as possible (it went through a period of time where the model looked like a middle aged woman), I created a new object in order to make some thinner strands of hair, which gave it an overall more organic look, giving the impression of individual strands. This process was fairly easy, but really brought the whole model together.
Overall, when comparing my final sculpture to my initial sketch, I am very happy with how it looks. The face is a bit rounder and a lot less mystical, and I also forgot to include the laurel leaf crown, however other than that I like it a lot. If I were to sculpt this asset again, I think I would make the nose considerably smaller, and make sure that I perfected the eye shape; they ended up being a lot rounder than I intended and came off more vacant than jaded, which meant the overall face lost some of its ethereal superiority.