Thanks for replying and just to start of your absolutely right about the texture toning, I tried to get it a bit down in PS ( that's why it's called graded
), but I just use this texture as a look development tool to get more of an idea how it differs from displaying in Zbrush and Maya , but also to see if the model looks good, I used to slap a pinkish lambert on a model and see if it looked okay, but I found that the further the model went the harder it was to see so that's why I slapped this quick n dirty texture on it and although it looks far from great it helps a lot better then the aforementioned shader.
and regarding the image example you posted:
This picture is heavily graded and he has layers of make up etc etc , just to show how much his face differs all the time and the colortone as well see a compiled image below.
Don't get this the wrong way I really take your advice into account ( I always do that's why my projects take forever, I keep tweaking till I get sick of myself
)and I agree with you that it need smore brownish tones, however if you work with ZBrush/Mudbox yourself you"ll agree with me that sometimes you spend an entire evening painting a texture which by the end of the evening looks awesome and when you look at it the next morning you think; was it really like this??? ( both model and texture...let's hope this doesn't happen to me with this one for a change
Thanks for the crit man... have a