Off to a nice start. Its flat, normally noses have one center ridge not two. It's not impossible but it is improbable. It has a pretty big divot in the side. It lacks the bump where the bone stops and the cartilage starts. It seems to be all thin skin over cartilage when there is a bit of fatty tissue or softer cartilage…
I#m working through a Sculpting book, and now I'm at the nose, but it looks crappy to me. Could you tell me whats wrong? And whats wrong on the rest of the head? Also i do have to say, that the Head isn't fleshed yet, and id did nothing on the mouth and the ears.
The problem with these sculpting techniques is that they are just that - digital sculpting workflows. In Zbrush and Mudbox shapes tend to melt and sit next to each other instead of wedging and overlapping. Take the time to stop the tut for a little while and model a nose in lowpoly (no subdivision) with hard/edges…
Breaking it down into planes first will help you a whole lot: http://www.stanprokopenko.com/blog/2009/06/draw-nose/ http://philippefaraut.com/store/reference-casts/planes-of-the-face.html
The front of the face seems too flat. I think the lips should curve backwards a bit, and the top lip should be slightly further forward than the lower lip.
^agree with calabi. One of the most memorable anatomy tips I can remember is to think of the head as a giant cylinder. Everything wraps around the cylinder -- when you look at the head from a top down or bottom up position you should be able to clearly see the "barrel" of the mouth. All the forms are there -- just pull…
Your really not making much improvement here to be completely honest. This used to happen to me a lot in the past, where I wasn't being aggressive enough with the scupting. Don't be afraid to move down a few sub-d levels and just work out the forms. As Ged said many of the shapes are incorrect, like if you look at the…