Overall you have the look right, but you might want to go back and look at the proportions a bit. Some of your details are wrong - not by a lot, but if this is for practice it would be helpful to try and get it as close as possible.
Here are the wires and maps, I could have optimized the UVs a little more but didn't stress over it since I really just wanted to practice texturing. AO/Normal/Wires: Diffuse: Spec:
Thank you so much!!! It took me 6 months. Even though all the stuff was build and texture in aprox. 2 months. As I was practically new in 3d I was learning while doing it.
@sloshThanks alot for taking the time and writing such good feedback, this will help me tremendously. I'll be making some other sculpts alongside this project to practice more facial anatomy before going back to this one.
Opensubdiv is good in theory, but in all my practice using it, it gives really bad edge transitions. As it seems to keep the edge sharp, add geometry and then transition the curve with the tangent normals not the actual surface geometry.
Agreed, I never had a book on C#, but what I learned from reading over fundamental concepts, putting things into practice and getting feedback helped a lot to develop my skills. And MSDN.
Hi my friend. I've been learning and practicing... so I've got some screenshots. Let me know what you think. Thanks. Pd: These are just quick renders in Marmoset with lights.
love it, would really like it if the chillies on his chest had some practical meaning. (other than scorching the eyes of enemies) some grenade rings hanging off the stems could be a good addition :)
More important for sure but in practice not something you'd need to worry about - other, more important factors will govern how you split up your UVs This is gold though .. http://artisaverb.info/Hygiene.html
according to some quick measurements your uvs are only covering 27% of the texture. With a better unwrap you could literally use a texture half the size and get practically the exact same level of detail.