Final colour map and bump map for the top portion of the head. Also, as requested on IRC, this is a higher res image so you can actually see all the details here.
Have to tone down a few things, but that is minor and can be fixed easily.
Mattimus: Yes, all UV mapped utilizing LSCM unwrapping. The best damned thing ever added to Blender, IMO.
Have to really work on the colour. Way off right now. But I will get it.
Batman: Yep. Tusks will be mapped as well. Just not there yet.
nehpets: The live LSCM is really nice. There is a serious problem with it when you get over about 6000 Verts though. Runs really, and I mean REALLY, slow. Bogs down so much that I actually turned it off and haven’t used it at all. I hope that gets improved, cause it looks like a very useful feature.
Mattimus: Yeah, veins. They are toned down now so they are not overpowering.
new_neo: I have no clue what a Glukkon is. (/me goes to google and looks it up).
OK, playing with the lighting setup a bit. Used some radiosity in this render, which I have typically avoided in the past. I may play with that area some more, as I like the look thus far.
Still not 100% happy with the lighting. Also, have to get the textures done for the tusks, as well as get the cloak and stuff added to this.
Enriq766: No, the eyes are not done, Just some placeholders for now. I have to figure out a good way to have them look alienish, if that makes sense. But I think I have an idea.
Soter: Thanks. I just UV unwrap the mesh and export the wireframes from the UV editor as normal. Then just start painting textures. Nothing else too it.
Daten: Thanks. I appreciate that comment. As for a portrait, that is exactly what the reference image is and what I am planning it to be for the final render.
mikemayday: Thanks man. HAHA, it does look similar. But I can’t speak for the guy who made the concept image as to whether he was influenced by that or not.