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Hi Photox, the render is very nice and I think you nailed the eyes. They do look very life like.
I wonder, though, if the underlying geometry of the render is the same as in the screenshots above it? Because in the retopo’ed version the forehead looks way too high and the neck is stretched. This is maybe caused by the perspective. I don’t see that in your render. The retopo’ed mesh is a bit dense also. It’s harder to organize this many vertices.
The anatomy beside the mouth and the nasolabial fold with the transition to the cheeks is a problem in the bigger screenshots on the right, imho. It looks as if it was pulled backwards by something. I my opinion the 4th image in the upper row has the most natural appearance of them all. (I’m not talking about the render here, because this looks much better. Could be due to the lighting and the use of SSS, maybe.)
Yeah there’s a couple reasons for that, 1 the screenshots were slightly earlier versions, and 2 I have multires level 4 in which I have changed the top of the head considerably. I can’t apply base because of the MR spike bug, so you are correct that there is a discrepancy between the mesh and the sculpt. I showed the retopo just to show edge flow. I don’t know of a way to show the true topo with applying the multires in which case it’s way too dense.