You should step down your subdivisions and focus on getting the shapes and proportions right before you start to add detail and muscle definition.
Find loads of reference to work from and try to focus on the big strokes first before diving into the detailing.
This might give you a good idea of how to approach it.
You don't have to go as low as the first image but the more basic you can represent the shapes to begin with the better.
Don't even worry about the muscles. Focus on the overall shapes and planes. Sculpting in every little muscle is just going to make you more hesitant to make changes.
thanks guys really great advice so i pegged it back a bit and changed the pose to a more natural looking one with less strain on the shoulders
i intend to continue to tweak until im happy then im going to retop it so the detailed sculpting can begin , any more thoughts would be greatly appreciated
trying to work on the face my goal is to make the character look as much like this real world person as much as possible but im at that part of a project where i cant seem to tweak it in the right way any suggestions ?
this is my character so far , its not there i just need abit of guidence, i think myself perhaps my head is too long any help would be ace
The face looks like it's structured about right, it's just bizarrely squished horizontally. You just need to grab the entire face and scale it along the x-axis and you'l be much closer to what you're needing.
like texelion said, somethings you just need to do more of to get better at. the more you do this the better you will be at reading reference and knowing what needs to be changed. right now i think his head is a little too small, neck a little too long, eyes are too close together, head too far forward and his ears are a little too big and need more sculpting love
If your going to make this into a game character you probably better off using alpha planes for the hair and spend your time making it look "correct", with those.
Replies
keep up the constant practice
Find loads of reference to work from and try to focus on the big strokes first before diving into the detailing.
This might give you a good idea of how to approach it.
You don't have to go as low as the first image but the more basic you can represent the shapes to begin with the better.
Think more bridgman less ecorche.
i intend to continue to tweak until im happy then im going to retop it so the detailed sculpting can begin , any more thoughts would be greatly appreciated
[ame="http://www.youtube.com/watch?v=Pw2EwGKefGE"]Orc - ZBRUSH UGM - grassettiart.com - facebook.com/grassettiart - YouTube[/ame]
this is my character so far , its not there i just need abit of guidence, i think myself perhaps my head is too long any help would be ace
still working on the face and vest
still working on the face, think the likeness is starting to come
http://wiki.polycount.com/HairTechnique?action=show&redirect=Hair+Techniques
update
high poly WIP