Wasn’t expecting to see that come up. For starters I can see the lazy texture smearing of mine on the nose, still work that could have been improved on that.
Those textures are generated mainly from photos on 3d.sk so I can’t put the file as such on Blendswap. However, I haven’t forgotten about that. ‘Eventually’ I’ll put a more realistic style character on Blendswap with textures that fit under the right licenses for sharing, etc. Eventually.
However, for the here and now on this model, gamma/colour correction is the main thing. I made those textures for Blender 2.4x which means before there was colour correction in Blender.
To illustrate what I mean, I’ve taken the image into Photoshop, changed the mid point of the levels to 2.2 (instead of 1) and saved the image again as above. Technically that should all be taken care of in Blender automatically now. The proper ‘fix’ would be to make sure Colour Correction in Blender is turned on (you may need to go back into Blender Internal to switch it on, then back to Cycles) and then in Photoshop/Gimp/etc change the mid point on the levels of each colour texture to 2.2 as described.
You’ll lose a bit of colour depth this way, but eventually I’ll get some new textures out and another model. I do have an updated model with hair and a basic rig and some WIP textures. It’s just I don’t have a timeline for finishing it and a number of other side projects.
Overall the skin effect does work fairly well given that Cycles still lacks SSS. Much of that probably still comes from the photo based textures rather than Cycles itself though. Would you care to show the node setup?
Also the eyes are too glazed over. The reflection on the outer eyeball material (cornea) should have some falloff (fresnel)