Have been working on this neanderthal head and it's still not done.
Need to put some more work into hair (as little hair as possible) - it must be more natural flowing and there must be more hair on the body in general and on the head as well.
The skin shader is Tony sculptor's Skin R15 with default settings. Thanks to Tony for an amazing material!
I have to come up with a better balance of the roughness and gloss maps. Maybe tighter highlights (less roughness = darker roughness texture) and less gloss (darker gloss) <- What's your take on this?
The eyes consists of a cornea mesh with a specular material with roughness set to 0 and Index at 1.380. Opacity at 0.93.
Then there's a eyeball mesh with a glossy material. Roughness at 0.2 and a specular, diffuse and normal texture.
I'm trying to create better eye materials. I believe the eyes appear too dull atm. Need more wetness and "glint/sparkle". So far my search efforts on the forum, trying to find material examples have been without results. <- How do I improve on this setup?
I would be grateful for any input on the above, and will be happy to post the results of the finished result.

Thanks!
