Do you have a concept piece you're going off of? I recommend doing quick 30min - 1hr long planar face studies. Right now the face is missing some critical plane changes, the one that stands out to me the most is the orbital inset.
I do have a piece i am going off of, i am unsure what the orbital inset is though and the a coursery google search did not come up with anything. I have gone back and fourth with trying to do a piece that i wanted to make and straight up studies like how you are describing, the face has been the hardest thing for me to grasp so i have been focusing on that.
Biggest thing I can see is that your skull seems to connect into the jaw, where it should come in behind the ears. And the lack of orbital inset is much more obvious without the hair. What we mean by the inset are the holes in the skull where the eyeballs sit, have a good look at bkost's references in the post above.
This is the image I always have open when I sculpt faces, whether you're going for something realistic or stylised.
One of the best things I've done recently is to start my faces by pushing my concept to one side and instead blocking in the planes of the face. Focus on the boney landmarks: The jaw, cheekbones, chin and brow. Once I have them in place, it's then super easy to move things around to match up with the proportions of the concept.
I've also started modelling the eyeball and eyelids separately then merging the eyelids into the rest of the head when I have the proportions right.
Hey, looks like you've got a great start on a cool concept. Aside from what others have said, the profile stuck out to me since the skull seemed like a very round mass without a lot of the nuances you find on actual heads. I noodled around in PS to get you an idea of what I mean. I highly recommend just googling different sides of faces while working on this. Once you have more realistic proportions set in, then you can mess around with them to try and match this slightly stylized concept. Hope this helps somewhat and good luck!
So i am trying to incorperate the critiques into this, i had some time i put into this tonight so i will post the WIP but i dont consider this to be fixed yet
You've still got some work to do, but this is looking better already! Glad to see you're working on the planes of the face, looking forward to seeing where this goes
so at this point i am unsure what else i need to fix for the face planes if anyone can see what else needs to be fixed about this or is this good at this point?
Replies
Asaro Head ref
In your next wip post, if you could post imgs without hair as well. I'd be happy to comment n crit
This is the image I always have open when I sculpt faces, whether you're going for something realistic or stylised.
One of the best things I've done recently is to start my faces by pushing my concept to one side and instead blocking in the planes of the face. Focus on the boney landmarks: The jaw, cheekbones, chin and brow. Once I have them in place, it's then super easy to move things around to match up with the proportions of the concept.
I've also started modelling the eyeball and eyelids separately then merging the eyelids into the rest of the head when I have the proportions right.
Also I noticed that the cheeks are to flat. and her nostrils are to big. Also her upper lip needs more shape.
I made an operpaint hope that helps