More renders from other angles + higher res would be nice too.
I am obv no expert, but in my opinion the shape needs more definition, it is too round. Ears seem to be to thin, nose probably too wide. Any particular photo reference you are using?
As for texture it needs some noise and variance in tone.
as far as edge flow, I think a couple more loops around the eyes will help. You could probably get rid of a lot of geometry, for example, since the nose is pretty straight, you might only need 3 or 4 faces going down the bridge of the nose. With the work you have now, I think you should try to get more definition with less polygons. And while the primary forms are mostly good here, you don't have very many secondary forms. You could model in the secondary forms or if you feel confident with your texturing, you could paint them in. Obviously the best answer is to do both.
Look at the amount of colour differentiation there is within a face:
There's blue hues under the eyes, the yellow around the mouth. Red/pinks on the nose, more saturated towards the lower half of the face, pink lips, and a more orange-ish terminator on the shading...
Currently it almost looks as if you have a simple Geometry AO bake, with a flat skin tone.
Replies
I am obv no expert, but in my opinion the shape needs more definition, it is too round. Ears seem to be to thin, nose probably too wide. Any particular photo reference you are using?
As for texture it needs some noise and variance in tone.
http://www.polycount.com/forum/showthread.php?t=80005
http://www.subdivisionmodeling.com/forums/showthread.php?t=8911
Look at the amount of colour differentiation there is within a face:
There's blue hues under the eyes, the yellow around the mouth. Red/pinks on the nose, more saturated towards the lower half of the face, pink lips, and a more orange-ish terminator on the shading...
Currently it almost looks as if you have a simple Geometry AO bake, with a flat skin tone.
Check out this tutorial:
http://www.pig-brain.com/tut01/tut01_01.htm