I have to agree with mentat 100 percent.
And yes the corneas are to large…very much like the same mistake caliban used to make. 
Thanks for the script…and the associated texture…excellent.
I have to agree with mentat 100 percent.
And yes the corneas are to large…very much like the same mistake caliban used to make. 
Thanks for the script…and the associated texture…excellent.
Caliban ? , would that be the poser dude ? 
Yep mentat’s right about the skin.
Thanks Mentat.
I will post an image later of the exact same elements I am working on right now!..lol
Cal hu…yeah the poor dolt. Thats the poser guy alright Namek. I can care less really. Its an ancient matter long dead.
Over that mess a long time ago.
Mr. Edward, nope…not some silly mistake.
They are ment to be big.
back at yeah!
MMWWUUAAHAHAHAHA!
Anyway…
Mentat, I told Ron last night that this main guy is ment to be disproportionate … unhuman … a bit on the caricature side and yet I am still trying to make the skin look as real as possible.
Which reminds me yall, the technique you see in the script is info passed down from mostly Mentat with a small pinch of Brilliant and Southern info in there. Yall need to thank them more then me…I didnt come about this info on a whim. I was merely enlightened!
Well, time to get back to work…thanks again lonnie…I go to scan my forehead…lol
I appreciate all the helpful 121 on this guy!
Cheers!!

I posted my technique using 3d copy and pick shaded in these threads,
The Texture Master script IMO is only a short cut that is somewhat more limited than when using the full factory goods and at the expense of working backwards as you are limited to rgb values, moreso than using 3d copy.
http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009911
Briefly touched on in another thread, http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009571&p=2
Mike,
I ran your script and then took the liberty of adjusting your material and adding some whiskers:

Then he got old:

I adjusted your skin material to get more specular highlights, added some fiber brush whiskers, and used a wrinkle stencil to add wrinkles to the different views.
Thanks gummie!

Jay!
Excellent alterations!
I would love to take a look at the material and render setting if its cool?!
Awesome man!
This is the doc prior to adding whiskers or wrinkles. I had to delete some pixols from the doc to get it small enough.
There are minor changes to lots of things: lighting, fog curve, specular and its curve, ambient, diffuse and its curve, noise/bump, etc. Most of them create very minor differences, and are not as important as the Specular settings. However, I changed them to try to enhance the sense of sub-surface light scattering in the skin.
Wonderful, very cool modeling and texture work MTB I agree about the eyes, I like the look of this character though, the alien is cool too!
Very well done!
Cool material tweaking Jay! Those wrinkles are a real nice touch!
Best regards,
Michael
Thanks jay…I am going to go check it out right now.
Okay,okay. I’m making him real. No sense in making a realistic looking texture with a highly unrealistic face. So I made this guy more proportionate (but not totally
). The big news is a material but without noise. As Mentat tells me…make the texture do all the work…more natural blending.
The texture is really far from finished but this is only the beginning. Well, a second one anyway. Thanks for the help everyone!
Comments are always welcome.

Mike,
I’ve been working on eyes a lot recently, and I think the whites of your eyes are excellent, with the blood vessels and specular highlights, and it looks like a little bumpiness. Perfect. However, the iris and pupil need a little touch-up, IMO. I’m not sure what method you used (TextureMaster or vertex painting?), but the circle of the pupil should be very sharp, whether it is a circle or some animal shape. The iris does have a band around the edge, and in light-colored eyes, it is darker than the main iris colors, but it is a lot thinner than what you have. I have dark brown eyes, and I would say my band is not really darker than my eyes, it’s just a slightly different, duller and more uniform color. It’s about a half-millimeter thick or less while my iris diameter is about 13mm more or less, and my pupil normally is about 4mm, usually no larger than 6mm. I’m not sure how dark the outer band is on blue eyes, but I don’t think it is as black and thick as you have here.
Since I’ve been working so much on eyes the past several days, that was what I tend to notice the most.
Excellent script, Mahlikus!

I just updated my video driver, and I didn’t realize that it erased my monitor calibration. The colors on the pictures I posted look pretty decent on my monitor with the default settings, but now that I’ve adjusted my monitor settings, I don’t think they look good anymore! Sure, the specular is an improvement, I think, but I’m certainly not bragging about the rest.
I think you did a nice job, Jay, nothing to be embarassed about. 
Gummie,
I just re-recalibrated my monitor, and it’s not as bad as I thought.
When I created those pics, my monitor’s gamma or brightness must have been too high, because now the pics are a little too dark, and I can’t see some darker areas that I could see before. Also there is some obvious posterization on the second picture that wasn’t as apparent before.
I just learned that Mac monitors have a default gamma of 1.8 and PC monitors used to have a default of 2.5. A standard of 2.2 has been put forward, and the latest PC monitors are now using this standard.
This is important in the creation of art, of course, but also for internet shopping. Some Mac users think they are ordering a red sweater, for example, and get bourgandy instead.
I’ve noticed that some ZBrushers art tends to be very dark, and this is probably due to their monitor having a gamma setting much higher than mine. Of course, mine is at 2.2, so the problem is even worse for users who happen to have monitors set at 2.5.
A new one with a new material…trying to get that SSS. Think I may have done it…or at least headed in the right direction. Let me know yall…especially those who know of SSS and what it looks like…because I am shooting in the dark with very novel concepts…
Thanks
EDIT
I think I did it!
Someone please let me know what you think…have I got it?

More material tweeks. Made an eye material based on the skin material. Finally bbaked the image and added some postwork to see how it would look…lol…still not done with the texture.
EDIT
Took him down…eyes looked retarded…be back up shortly 
anyone??? 
Here is a generic face off the web (from a laser surgery site):
Notice the shininess. The lighting in this picture is very similar to what you have in yours. I think that the shininess of the skin is the biggest factor in increasing your realism. I know you are mainly trying to simulate SSS, or the translucency of skin, but your ultimate goal is more realistic skin. That means more specularity to simulate the oiliness of skin.
I don’t think that an overpowering light from the front will really show SSS very well, but notice that the bridge of her nose does appear to be somewhat translucent. (Actually, there are translucent effects all over her face, but they are hard to quantify in words. The bridge of her nose is just the most noticeable to me. A light from the side, with at least some of the face in shadow, should show more natural translucency, or SSS effects.)
The same should be true in your attempts to fake it. Would a light from the side of your head result in SSS effects similar to those seen in a real human head in the same lighting conditions?
The smoothness or ‘texture’ of the skin is going to vary from male to female, and from person to person based on the natural size of their pores, age, acne, or acne scarring, etc. Of course, you already know that if you try to add veins or blemishes with ColorBump turned on, it will result in added bumpiness, even if you didn’t want it, as in the case of veins under the skin. So currently the best way to add wrinkles and bumps to skin would be to do it in 2.5D after coloring and snapshotting the head in your scene. When displacement mapping becomes available, then a 3D head can be made that has what will essentially be a color map and a displacement map. It will be possible to do a head or other object once, without having to add 2.5D effects each time you use it in a scene.
BTW, here is the wrinkle stencil I used:
It is great for wrinkled forehead, but can also be used like a French Curve to add wrinkles all over the face. This is the only stencil used in the picture I did that incorportated wrinkles. I just threw it together quickly, so it isn’t ‘perfect’, and it isn’t ideal for younger faces that have fewer, lighter, and cleaner wrinkles, if you know what I mean.
Hi MtB
Just a point of detail 
It’s seem to me that the reflect lens light must be similar on each eyes.
In general artificial lights are not so near the subject than the nose or the front make a signicativ different light inside the 2 eyes. (look the last photo of jay for example)
But you are free for an artistic result to make as you want and pass away the physic laws of course 
Pilou 

Not realy visible here, it’s just for the resemblance : Pascal Obispo a french singer and composer 
I don’t find a big photo 
Ps You don’t make eyebraw ?
I think I am almost there!

Thanks Jay for the info. Helped tons as you can see. There are only two lights and they aren’t too far from the defaults. ZMode shades with about 150 rays at 25 ap. shadow intensity at 85 with a length of 250. No magic or mirros helping this one. Its pretty much all in material! The texture is coming through alitte too 
This is way too much fun!
wips forehead
I’m going back in! 