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File: face-wip.jpg (269 KB, 1222x525)
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guys what do you think? is still a wip, for a personal project
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need to see the nude version to make a proper judgement
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I can appreciate the subtle changes in skin tone for specific areas apporpriately, but overall it's shiny everywhere.
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>>512804
this is pretty neat. is this a render or viewport view?
under bottom lip looks like a bug, but i guess you will fix that later (texturing error)

wire?
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Pretty realistic overall. I assume you are aware of the edges of bottom lips are problemed and will fix it.
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yes is ,, only viewport no is the final material, and the details of the face and the body still missing microdetails, i hope put the final model in UE 4
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File: relit.jpg (303 KB, 1222x525)
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>>512804
When working on heads don't use a simple blinn/phong to view your progression. Use a shader/matcap/light solution that let's you see the head
with fall-off mimicing more natural light conditions. We tend to see people in an environment where the light wraps around from all angles
and there is a certain 'lit from above bias' (sun in the sky, lightfixture in the ceiling etc).

Here's a quick photoshop mock up of what such a shader would make this head look like.
I feel your sculpt is a lot better than what your printscreen currently suggests.
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>>512804
the proportions seems a little weird. Little forehead and too much cheekbones, maybe is the perspective, nice model .
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>>512880
>When working on heads don't use a simple blinn/phong to view your progression. Use a shader/matcap/light solution that let's you see the head
no, it doesnt matter. The only thing OP had wrong is his gamma being not-linear
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>>512804
thats awesome.
when is the porn coming ? :^)
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>>512887
Totally matters, you wanna behold what you create the way it's supposed to be seen, illuminating from camera is like looking at someones face in a dark hangar while wearing a headlamp.



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