Thanks for the comments people. @Ssjtroll I think that's maybe because the whites of his eyes were a flat white? That's changed now. This is the latest. Coming together. I think the Mental Ray hair has grown on me, so I'm going to keep it. Maybe add some blur on it for the final composite. Still have to: texture the…
Looking great so far. I really like the metal. I do feel that the eye could use more definition though. The folds of the clothing could stand to be a bit sharper too. Also a small point, you could maybe add the bandage on his face, it would add a nice bit of asymmetry there. Regardless, keep it up.
Thanks Kosh. I think the bandanna will add the asymmetry you are looking for. It's a massive part of how the character looks, but I've been battling with how to do it so far. Might look into sharpening those folds.
A bit late but Please do add eyelashes. Just that one thing. tbh, looks really weird without them, I wish I'd seen this a bit earlier so I could chime in. Still, looking good, job well done. :)
Kind of plowed ahead with this and onto unwrapping now. Really should have gone for some feedback earlier, but felt confident following the concept. I'm not doing an in-engine model. Want to go more cinematic and do lots of Mental Ray rendering. Maybe some animation. Hair and eyebrows are temporary, looking to use Max's…
@Dimfist yeah on the earlier top version his nose is pointing up too much. It's hard to see because of the angle but I reduced that in the other renders. As it won't be a game engine model I will be using displacement maps for the details. @whiketan Others seem to be repeating what you're saying about the roundness of the…