Alright, so I should probably take a break from the creepy stuff, and work on an actual human character. (Just in ZBrush so far - I haven't started Retopology/UVs/Texturing)
A bit of relevant info to share thus far:
1) They say that you should learn something new with every project.
I have learned that Polygroup By Normals and Polish By Groups are a very powerful combination for getting strong, clean meshes to work off of.
2) Working on creepy faces is far, FAR easier than trying to make a normal or attractive face.
At least with something creepy, the uncanny valley becomes your friend - for a normal human, you have to actively fight against it at practically every step.
3) ZBrush can be very useful for blocking out Basic Colors, but since my focus is on Game/Animation-usable assets, I probably shouldn't try to use ZBrush for much more beyond that - with time, I could probably figure out how to maximize Materials and Rendering in ZBrush, but that time would probably be better spent using a more comprehensive Texture Workflow in Substance Painter, or Rendering in Marmoset Toolbag/Unity/Unreal.
Especially since Material information (Metallic/Roughness/Transparency) can't really be passed out of ZBrush.
So this is basically what 2 days of Sculpting (with breaks and downtime) can get me at the moment.
- I've figured out what it is that bugs me about the face: the Eyes. They're very harsh/piercing. I should be able to fix that during Texturing; soften them up a bit. The neutral/blank expression probably isn't helping much either; that may resolve when the character actually emotes.
- I've also finally found a decent workflow for making Collars/Lapels; Basically, you just use the CurveStrapSnap Brush, Polygroup by Normals to get nice groups, Polish by Groups until you get a clean base and edges, and then you can manipulate the straps into the desired shape.
I also included the concept art. I am definitely not a concept artist.
It is also several years old. (Like 3-4 years old).