Found some time to work on the face diffuse. Excuse the wispy flyaways. The ears need some veinage but I might leave that for the subsurface since I'll be adding in the face veins in that way also.
Does it appear in the outliner? If so try giving it a new material. As for the flipped faces looks like you extruded without taking the face's normal direction in consideration, that's probably why they appear flipped.
I seriously can't see the harm in having a turbosmooth modifier on a WIP model. although I should fix the face since as you said the eyes are too sharp in comparison to the rest of the face
This is seriously awesome work. My only critique would be that a bit further detailing in the face sculpt might be nice as his face feels a little smooth compared to how Geralt usually looks.
The face looks great to me, but you lost the depth to the cloth in those textures. Folds that are sculpted barely show up and probably the pattern doesn't help either. But really nice work with the face :)
really nice texture update. just noticed a quick anatomical nitpick. the T-rex arms should be facing inwards, with the palms facing each other like hes clapping so to speak.
Allright! But the problem with faces in my opinion is that the values get all messed up when taking a picture of a face? But i will definitely try! I really appriciate your help and tips, thanks! :)
Started working on the dirt and blood of the face and also created a shader which allows me to dynamically change and adjust the amount of dirt/blud in-engine. Also, some smaller texture tweaks on the face.
minimum tris for sculpting in mudbox or zbrush, then automatically converted to tris for game, neither is more important than the other, the requirement will just be in either, 4 sided faces, or 3 sided faces (tris)
I'll be honest, if it was me, I would probably uv the front of that door into one uv planar shell. Not really necessary to split face by face like you did. Makes it a pain to texture.