I’ve done a bit of work on the eyelids, closing them a bit more and making it more laid-back kind of hippy guy, which is what I wanted in the first place.
I think the general shape is good but you’ll have to work on the topology, make sure you get rid of all triangles an F-Gons you have there and make all quads.
I didn’t really understand much of what that thread was talking about, but I tried my best to improve eyelid topology and finally, used the quadify feature.
Is it supposed to be a marlin or a merlin? Are you going for a realistic result, or an anthropomorphic disney animal?
The main body looks kinda symmetric in the vertical axis. You might have already too much geometry there to easily tweak it.
Did you squeeze the eye down as well? It makes it more difficult to animate later. You should try to model first in neutral expression, add the expressions later at the rigging stage (if you are planning to animate, that is).
Please note, that while I’m beginning the rigging of Merlin, I would still like critiques for the shape.
Now, onto rigging.
Is this a suitable rig for a basic range of animation?
Does anyone now of a way to reduce pinching? Lattices, perhaps?
How do I change the draw types of bones to a custom mesh?