This is just something I've been working on since last night. I think it's approaching a fine polish but I wanted to get some critiques.
Some problems I have: It doesn't look as human as I want it to. Nose, eyes, chin, etc... aside, the skull shape is what is bugging me. It's too spherical and I think I need to bring in the sides a bit for a temple of sorts.
Mouth is bugging me as well but I don't have many ideas for that at the moment.
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Replies
What I am seeing is:
Jaw too round
Skin texture too smooth
Confused on high and low poly
I agree with all the comments. That said, where should I look at fixing the mesh to make it a high poly. I see around the nose, but I do lack professional experience for the most part (I have had training. Just fine tuning my craft if you will) so I'd love some more detailed advice.
Other than that I have started altering the mesh to make room for the improvements and will be redoing the normal and UVW maps.
Thank you for any and all advice guys.
From this piece it looks like you're going for a more dead decayed state on the skin...in that case some more hints of gangrene and worn would help a lot more and bring it to life...as of now it seems stylized in a flat snoothed, plastic look.
Some pig and rough skin texture would help out a bit more.
The veins are also a little big and seems scattered around.
Keep us updated.
Meanwhile, the back eyes can actually see into the persons mind of what his front eyes are looking at. I wanted bigger veins over his face because my mindset was he'd need a lot of blood pumping into all the extra bits of his face as well as add a bit to shock factor. He's not really decaying, but I do like the color scheme. He works mostly at night so he'd be very very pale. The different colors is just supposed to be how close his skin is actually do his greenish brown blood, or the black obsidian-like bones you see jutting from his skin.
As far as the skin texture, I'm still torn. I want something of a leathery tough skin look to it but I was mostly focusing on the normal and diffuse for the time being. I'm working entirely in 3Ds Max due to lack of ZBrush.
Edit: Added a picture with skin texture
like I say youve got some cool ideas, dont rush too much and you'll do them justice