Carefull with the mapping, with this kind of style.
You want to exaggerate the angles more. angles in the eyes, the slope of the droopy bit of the mouth, that rotting bit at the back etc.
Dont just rely on the gruesome bits to add interest, the design itself needs... more.
The detail feels superficial with the design part being a bit weak.
This kind of stuff needs more drama, dramatic lines, heavy contours and shadowing etc.
And more drama in the normal side of the face aswell, the eye shape and eyebrows and stuff.
In short, dont make it look so normal, take liberties with mapping the anatomy.
Bring that droopy jawline down more then angle it back up.
Work the vertical lines, sofar its coming across very... horizontal... or linear or something.
Dunno what the smile on the normal side of the face is about, but it brings the character into question.
The character is weak.
Make the smile bigger, maniacal almost, or make him look in pain or remove the smile entirely and go even flatter on the eyes and go completely expressionless.
Think of the face as being angled forward a bit, to add some angle to the brow area, to bring in those vertical elements I was talking about. angling the face changes the lines entirely.
Then a side note, that eyeball thing, be carefull with it, you want to keep it as a sphere, think of how it affects the mapping and the contours. it changes the whole side of the face. It pushes all that skin out and tensions it around the eyeball. Probably well into the cheek area.
Which could make for some nice interest, some nice contouring, playing with the highs and lows and shadows and highlights.
Its a big piece to pop out of the sphere.
Work the angles. exaggerate more.
And stop drawing so damn big, youre losing all the cool parts of the detail.
Last edited by BenDover; Apr 3, 2018 at 09:36 PM.