The hair looks pretty good, honestly. I do think you could work on the face a bit more. Maybe add some blush on different parts of his skin, and make the lips a slightly different color since they’re kinda hard to see (obviously try not to overdo it so it won’t look like lipstick) . Also, based on this picture, it doesn’t look like he has ears. Not a bad model so far, though.
Wow I’m flattered I’m a big fan of your characters, true I can’t sculpt ears so I just gave up and also you are right! the lips are kinda hard to see I just saw this now.
Thank you so much for passing by!
Thanks! Also, yes, ears are kinda hard to sculpt. For my characters I extruded part of the head and then sculpted the ears using reference photos from Google.
I then extruded part of it to make the cornea (the transparent layer around the iris and pupil). For the iris, I took a circle and sculpted the details based on reference photos using the multires modifier. Here’s an image of the mesh (it’s a high poly mesh) and the shader nodes I use for it. I added a “dirty vertex paint” to darken the crevices of the iris and accentuate the detail:
For the color and texture of the iris, I used an edited texture from Makehuman, a software I used to use before making my own characters. Any texture that isn’t just a solid color will work. I just used this because I had it on my computer. The RGB curve node is what I use to edit the color of the iris.
Now, for the sclera (the white part of the eyeball), I gave the eye a dirty vertex paint, then a mix RGB node so I can animate the eye turning red when crying. I also gave it a black and white texture with the white circle being where the cornea is, so that I can separate the white and black and have them fade into different shaders. This is so the transition from the white of the sclera to the transparent/glossy cornea is smooth (had to separate part of the sclera to a second cornea shader because of an annoying problem where it looked like it was spray painted).
Finally, I combined the iris, the pupil, and the rest of the eyeball into one mesh and used shapekeys on the iris
to simulate the dilation and constriction of the pupil. I just selected the vertices in the center and shrunk or expanded them using proportional editing.