The matel cap still looks pasted... you have to unify the whole thing by making the lighting/values one the face more consistant with the cap
is this CG by the way? - I notice that many parts of the face have the exact same pattern on the opposite side -
about that cap, I think it's because the cap looks nice and sharp and in focus while the face is hazy and misty. The values have more range on the cap than in the face, like that left eye being fogged over instead of a black pit of doom. If the face had some more contrast, or at least some values dark enough to compete with the cap, it would sit better I think.
Looks pretty good, have to agree with everyone about the helmet looking pasted, maybe if you made the face sharper it would fit better, also the gradiant for a background thing has got to go, maybe you could put something behind it, like a temple or a tomb, but the gradiant is making the helmet stand out more. Keep up the good work and nice texturinf on the face.
The face is pretty flat. Really needs more realistic shading... Also, I think you can solve the not-looking-human problem by moving the bottom of the nose hole thingie up - it's actually got a lot of room between the bottom of the hole and the beginning of the teeth. Look up some photos of skulls and go by that.
There are some nice textures in here, and I can see that you put a lot of time into this - you should just concentrate on the shapes and lighing more before you get into the textures.
Edit: And one eye is higher than the other.
Last edited by nonie; September 14th, 2005 at 10:55 PM. Reason: Forgot something!