Regarding only the face, I'd recommend dropping down the resolution and focusing on nailing down the planes of the face first. http://www.polycount.com/forum/showthread.php?t=76733 Do this before finalizing the face. This will fix the lumpiness of the face.
I recommend you watch this vid of Ryan Kingslien. It's long, but it's worth it. About half hr in, you get to see him sculpt a face. https://www.youtube.com/watch?v=VEiBYgBmhH0 And this one about the lips https://www.youtube.com/watch?v=nSW6ALspyZI Ps. You might not have to be an anatomy expert to make a stylized face. But…
Thanks for the feedback guys, really helpful in nailing down my screw ups. I've made some adjustments to the face and made some better hair, I'm going to retopologize next so any lumpiness should vanish, I'll then go for some high frequency detail. I haven't touched the body yet, so that's next.
While I understand the use of Dynotopo given the tools, my concern for your piece right now is less tools more artistic foundations that will set you up for success. Your face, and your body I'm assuming, still lack the strong, planar, large forms that you can see here and here. One needs to literally sculpt the face and…
And seriously, stop smoothing everything. Just replicate one of the planar face models we gave you, and then we'll talk about edging it closer to realism or whatever else you're aiming for. Foundations first, confusion later. You don't need to confuse yourself with steps that come later, just focus on what's right in front…
It is true that a child would have softer features. That being said, you'd still want to find the most important planes of the face before adding the fat and what not. It is important to have this solid underlying structure, otherwhise it's gonna become a mess later on. If you want to achieve a nice result, get some…
Damn, when I was starting out I honestly thought the human face couldn't have that much detail too it. Oh how wrong I was. Anyway, do you reckon this is defined enough, or should I polish the hell out of it even more? To be honest the beginning stages of organic modelling remind me of hard surface modelling. I mean, the…
About what you asked about rounded anime face, when that's what I am working on, I tend to think more of its topology and the flow of it. Maybe it's just me, but it help me a lot. Example is like this. (I'm still not very good at anatomy, though :P). I also went thru the same thing myself last year. I spent around a month…
Awesome! It's fine if it looks like Picard. I don't think you're seeing quite yet what this could be, but becoming an artist that can nail their early foundations quickly and effectively will make all the difference when you're 75% deep in the sculpt. Bad beginnings mean worse endings. Okay, next step, literally just copy…
Hey Baked. I can hardly draw but here I try to illustrate what I think you should look over. 1.Eyes could be lower and deeper in the face. 2.The nose bone will be more visible with deeper set eyes. 3.The form and placement of the collarbone. The space in between the collar and the trapezius now looks like its bulging…