progress, started sculpting from a sphere using dynamesh, will get the character roughed out then take into maya and retopo so it will be easier to make changes in zbrush by going up and down the sub d's.
i wish i could be as good as you one day question about your workflow is this modeled or sculpted, and are you using any bakes as base textures or are you starting from scratch?
well that whole, sculpting every pore/vein, thing is mainly artist masturbating look at this piece of crap I used to generate some normals from: here's the quick image I did with it:
I'll just throw my appreciation on the pile here. Fan-bloody-tastic work! I can't wait to see the final result. Are you planning on sculpting in Mudbox as well as texturing @Ulrick?
one thing I'm seeing right off the bat is that there's no triangles. If you're preparing this for a game ready situation don't be afraid to use triangles. For sculpting they can cause headaches but at this stage they are your friend.
Hey DoubleLeaf! These sculpts are gorgeous. I'm constantly impressed with how amazing these shots look. Rendering is something I'd love to get better at, so any words on this "blue mat" render process?
The sculpt is awesome, but your textures are really lacking. The skin texture in the concept is pretty plain but I think you could do more with it without straying from the concept. Same goes for the clothes.
72 hours? Thats... A huge number of hours for such a small prop? Wires and texture flats would help, as this looks atm like a crazy bump filtered item and not a sculpted/sub-d mesh.
Since you've already got the details sculpted out, this is your best option. You could also look into using Decimation Master, but chances are the resulting mesh would be too messy to UV.