In terms of stylization, a less defined chin and a tiny bit of vertical squash on her face porportions would work. The face itself doesn't have much definition besides the overall shape, and that's by design.
I like, but his face seems too shiny. I don't know if you used a seperate specularity map for his face, but I would recommend amping that brightness down a lot.
Never said it was about detail or outlines, I dont think shes matching the other characters. eyes are huge and face is just a sphere. the body is fine though :) but the face is really out of place :/
Try to nail down the key features that make the face recognisable. Looking at charicatures is useful as even though the drawing/sculpt isn't realistic it still captures the elements that define that particular person's face.
kinda finished the geo, made the parts on the back , not too interesting tho. also put the body part inside,pants boots and also the face. will work more on the face once start to texturing.
@huffer I've been trying, but the closest I can get is a Set Vertex Normal To Face operation. It would be nice to have Face Area and Angle Weighted normals updating in real time.
Her shoulders look really broad right there, and the face looks too blimpy. It's definitely a nice effort, but overall for the character the face doesn't really flow with a demonic type vibe. N'aw mean?
How did you get that stretching in the face when he wipes it? Blendshapes and clever animation or did you actually add deformers and modifiers to the face? Love it though very cool and entertaining :)
I don't think the rock base looks cluttered, but I think it would read better if you made the top-facing planes a bit lighter, and the side-facing planes a bit darker.
Update: I started retopologizing the high poly face/body with quad draw. I pretty much used dynamesh for everything so I'm hoping this will make it easier to keep details on the face.