He,he, considering the amount of nosejobs I've given him, it was probably inevitable that similarities would occur
Hm, I think I'll stick with this type of button nose... nose-less looked a little strange and was difficult to make "believable", and flatter nose would make it too much monkey like...the jaw and lips makes me think of monkeys and apes...even though that wasn't intentional.
And a little ZBrush tip:
When working with HD (highdensity) sculpting, DON'T lower the HD subdiv level before "picking up" with "A".
The higher HD levels seem to be lost then.
So a lot of work I did when resculpting skinstructure/pores yesterday was lost
And for those who are not familiar with HD sculpting in ZBrush:
My face object has ordinary subdiv levels up to about 1.7 Million polygons.
Then I created a couple of HD subdiv levels (up to about 30 Million polygons)
The HD detail isn't visible when I work (would be to straining for the graphics card), but by aiming with the brush at the nose and pressing "A" I get a circular workarea where the HD polygons are visible and sculptable.(this area size depends on how high I went with HD, 60 Million polys would give me a smaller workarea)
Then after sculpting pores and stuff, pressing "A" again gets me back to the ordinary 1.7 million model. (and HD data is stored in model)
The HD data is only visible when rendering with ZBrush,
BUT it's also taken into account when generating displacement/texture/normal/bump maps for Maxwell.
My Photos and CGI work:
http://www.flickr.com/photos/larsmagnusson/
Software: ZBrush4, MaxwellRender2.5 64bit, trueSpace7.61, PhotoshopCS4ext 64bit
Hardware: Core i7 980X, AsusP6T Deluxe V2, GeForce GTX 480, 24Gb DDR3 1600MHz
OS: Win7 Ultimate 64bit