I was mostly bothered by the use of the word majority. Limiting yourself to one way of doing/thinking about nothing is never a good idea. Looking at photos and real life reference = good idea. Always using photos for texture = bad idea. Abusing crazybump = bad idea. The face would have to be perfectly lit, and should really only be used when you're trying to model someone in particular.
_> Majority =! only.
On that note, yes, I agree, the bump map is a bit strong and the texture color in general is off. Next time, post that and I wouldn't make comments like I did about your original post.
Keep in mind it depends on the artistic style you are going for, but often times the textures used for human faces are sampled off of multiple photographs @ different angles.
In the case of L4D2, textures were even sometimes sampled from every day objects for skin. (Potato skins were used for darker zombies, House insulation was used for lighter skinned zombies.)
Thank you for the criticism, but you did not have to be rude.
I wouldn't take what he says too seriously to be honest. Painting a picture of a texture is much easier than applying it via UVmaps without reference sources. In fact, the majority of face texturing in modern video games use face capturing to get their textures, doing a texture by hand is a very difficult task when it comes to faces. For doing so and having it look the way it looks, you did a very good job.
Having said that, I think the skin color is what puts me off most. Right now it feels very yellow and you should be going for a creamier look, try adjusting the hue / saturation to get a lighter peachier color. Something about the eye size is bothering me but I don't know exactly what it is that's getting at me.
Very good model though, hope to see more updates in the future. =)
Edit: As for changeable clothing, the safest way to do that would be through both textures and attaching new meshes to the body. For example, a tight shirt / tabard in WoW is often times handled with just a texture, but parts of armor / clothing that are lose and or bulky, for example : shoulder pads, the bottom part of tabards, cloaks, weaponry, boots, some gloves. Those are handled by means of meshes applied to the body mesh which is also animated accordingly. (Or I always presumed that was their method.)
_> Majority =! only.
On that note, yes, I agree, the bump map is a bit strong and the texture color in general is off. Next time, post that and I wouldn't make comments like I did about your original post.
I'm sure they used references. http://features.cgsociety.org/story_custom.php?story_id=5448&page=2
Keep in mind it depends on the artistic style you are going for, but often times the textures used for human faces are sampled off of multiple photographs @ different angles.
In the case of L4D2, textures were even sometimes sampled from every day objects for skin. (Potato skins were used for darker zombies, House insulation was used for lighter skinned zombies.)
I wouldn't take what he says too seriously to be honest. Painting a picture of a texture is much easier than applying it via UVmaps without reference sources. In fact, the majority of face texturing in modern video games use face capturing to get their textures, doing a texture by hand is a very difficult task when it comes to faces. For doing so and having it look the way it looks, you did a very good job.
Having said that, I think the skin color is what puts me off most. Right now it feels very yellow and you should be going for a creamier look, try adjusting the hue / saturation to get a lighter peachier color. Something about the eye size is bothering me but I don't know exactly what it is that's getting at me.
Very good model though, hope to see more updates in the future. =)
Edit: As for changeable clothing, the safest way to do that would be through both textures and attaching new meshes to the body. For example, a tight shirt / tabard in WoW is often times handled with just a texture, but parts of armor / clothing that are lose and or bulky, for example : shoulder pads, the bottom part of tabards, cloaks, weaponry, boots, some gloves. Those are handled by means of meshes applied to the body mesh which is also animated accordingly. (Or I always presumed that was their method.)