The bunching of the leathery fabric is looking a bit strange in a few places, particularly on the knees. I think it'd be worth hunting down some good references of similar costumes and revisiting your sculpt there.
What onionhead said about creaing is prolly the best way to go. another similar aproach would be using the sculpt geo tool to pinch the sharp edges if your mesh is dense enough
Are you using the zBrush 4? You could just use a clipping brush. That would get rid of the end of the tongue right away, then you could just sculpt in the surface damage/noise.
Ok I consider myself pretty much done with the modeling phase. Now I'm going to UV and then do the sculpting. I just noticed forgot to mirror the rings on his tusks, oops.
Polypainting does not require UVs; one of its advantages is being completely free of them. You can have the model completely sculpted and painted before having to worry about retopologizing or unwrapping.
^ 'tis true. I feel Mudbox's fairly advanced 3d painting tools as well as the standardized UI are the two main points that are keeping it in the market at all (what with Zbrush dominating in the sculpting area).
I like your work and also the simplicity of your portfolio. You seem to have a good all around body of work, some hardsurface modelling, some sculpting etc. Good luck. :)
Yeah the relax brush in the sculpt geometry tool, just select the verts you want to smooth/relax and press flood, might not get the results you are after i guess but worth a try.
I really like you final presentation and how you managed to get the pose from the concept spot on. The only critical thing missing are some wires and maybe the high poly sculpt.
nice work on those stones. I would recommend checking this out though: [ame="http://www.youtube.com/watch?v=7he9xqmg2XU"]modelink texturing sculpting rock formations - YouTube[/ame] cheers