Quote:
Originally Posted by JMB I think you could just let a lit bit of her overseer appearing....
But the whole thing is pretty good
I like it!
=) |
The problem with a "pretty good" job is that the stuff that's left (that oh-so-crucial 5% that separates "pretty good" from "perfect") stands out all the more, all those things that the eye is drawn to, that you don't want calling attention to themselves.
The diagonal artifact along the top her nose is the most serious and blinds all to the nicely done cheeks and forehead. It's the first thing you see, and after that the game simply becomes a contest to find what else has been missed.
The shadow along her right eye has way too much going on. Needs to be simplified. There are actually four different levels of shadow there, forming an interesting little design in themselves, but not one you want competing with the work you've done.
That dark spot at the tip of her notril will attract a red pen like flies to dead meat. The shadow area under her nose is a little too obvious, also.
There are some irregularities along the top of her lip.
I see some stripes under her bottom lip.
As for the overall smoothing, I think it's gone too far. The comment that usually accompanies a shot like this is "Knock back" rather than "Remove," or "Smooth." Sometimes a sharp edge is there because it defines a shape. It's important to know what to keep, as well as what to remove.
That harsh shadow along the right side of her nose and mouth is there because her face has an actual contour that has been lost in your version. The problem is as much one of lighting as it is of wrinkles and irregular surfaces. Even though you want to compensate for the lighting, you want to keep a sense of that original shape. Likewise the stuff going on under her eyes.
One thing I like to do (at a step early on in the retouch process) is to simply obliterate everything with the healing brush, then pop the original wrinkles and shadows on top of the retouched layer and blend them in at a greatly reduced opacity. it's always a judgment call as to what goes, what simply gets reduced, what gets blended.
For example, there is a stray wrinkle beside her nose branching off from the main shadow. Clearly, that should go. Likewise the overly complicated edge of the shadow at the corner of her mouth. "Simplify" is the term usually used. As for the wrinkle/dimple on her cheek; it should definitely be knocked back, but an equal case can be made for doing it your way.
Overall, I think there is a much more interesting shape to her cheek in the original, imperfections notwithstanding. The muting of both highlight and shadows has lost that. It's gone flat, not just in terms of color and value, but in the actual Z-axis, the dimensionality of it. In the original, her cheek actually curves out towards the viewer. Those are some high-end cheekbones in there! You've kept some of that shape, and done a decent job of smoothing (though I'm seeing more texture in the original, albeit irregular texture) but, as I said before, I just think you've gone too far.
Good effort.