Topology seems really bad here, and the face depth is way too far out. Try to follow the landmarks of the face, and put the vertices where they should be.
This is looking fantastic. Just be careful of Jinx's face looking too masculine. She is very thin and slender but has a surprisingly curved face and undefined jaw.
I agree the decimation is amazing. The face needs more shadows indeed, especially around the neck. It feels like there is no connection between the hood and his face.
Working on this face right now, my goal is to make a realistic face of a woman and render it in Arnold with xgen hair. Right now it is being shown in marmoset 3. But the textures should be translatable. I would like feedback if anyone is interested.
Looks like you have some decent progress going here. There are some details that are missing their mark or just don't seem to make sense. Once you dial these in your work should look even closer to the reference. * In close up #2, that small lever seems pretty flat in both roughness and color. I would expect this to be…
Your textures are assigned to your UV map. Your UV map is locked to vertices on your mesh. When you scale faces, unless you check a certain box, your UV map will not be affected, because each corner of the face is assigned to a static coordinate in the 2D UV texture.