The face could use a little more detail on the upper brow. He could also use some more well defined cheekbones. Also, I’m not sure if this is a design preference of yours but in most of the images he looks much more muscular in the upper body than you have modeled in.
The shoulder pauldrons are too muddy. You need to pinch and define planars more, study existing clothing and see how and where folds get sharper, bunched up more, or splay out from origin points across cuffs, etc. Can you get a close up on the face?
The metal in the modular rail piece does not look like metal to me. It falls between wood and stone but in my opinion definately not metal. Also like the person above me said, some of the pieces use too many tris than they should, I would look into optimization more.
heh, I know it was probably (read definately) over the top but what the hell, I'm no animation master. Anyway the model and tex's are up for grabs now http://www.the3dstudio.com/product_details.aspx?id_product=210747 just in case you were wondering it is free :) Time to finish that bin and get on with other stuff...
The skull still looks very odd, more silly than threathening. Need bigger eyes, and a few more polygons to define the shape of the head and the cheekbones. Overall - don't be afraid to go wild on the texture, you are seeming to be very conservative and tidy, while that will take away from the "epic" factor.
Thanks a lot for your helpful feedback, Lurcisia! You're right, the hair ends are contradicting the overall shape as they are now. I'll definitely try as you said and add more smaller shapes, I think that will help to make it look more defined. Thanks so much for taking the time to comment ^_^
Really cool character, loving it so far! If Im gonna be nitpicky I think the face could use some more polish, some sharper creases and making some planes a bit more defined, It feels just a tad to soft. but other then that its looking really great, subbed.
So, with the metalness workflow, is the only way to define specular brightness of a non-metal to darken or lighten the diffuse, or adjust the roughness of the highlight? I've been really struggling figuring out metalness, because it feels incredibly confining to me; but I think it's just because I misunderstand the way it…
Looking fantastic! The deformation is looking really solid, im so envious lol! Hair has definately become the first thing I havnt enjoyed doing in 3d.. maybe I'll feel diffrently with creatures but its not something I can see myself spending alot of time on again ;/
By "Quixel" could you define what you're referring to? Is the issue within NDO or DDO? What project resolution are you working at? How many textures do you have loaded as PSDs - did you add more than the four default ones, if you're having trouble with DDO?