I just wanted to show off some stuff I've been playing around with, maybe get some tips, maybe inspire some people.
I've been messing with animating faces.
As you can see below low poly heads are okay. You can do a decent job with good textures.
What sucks is that they are sort of blocky and they don't move. Same expression alive, dead, happy, sad.

I was thinking, well why not up the poly count a bit, and build in some sort of animation while I'm at it. One of those things I've been meaning to do.




Old Head Model: 206 Faces, 1 Bone.
New Head Model: 1164 Faces, 13 Bones.
I should point out that the textures used are about 90% the exact same. Added eyes, teeth, throat in unused space, stamped eyelids over old eyes.
When you have dozens of faces to convert, less work is awesome.
Special effort was made to ensure the new head fit the dimensions of the old head, so things like hair, hats, masks still would fit. I liked the old look so I made sure the best features were kept. I made the new face to be a supreme version of the old one, not just a better detailed face.
Also: I realized after years... the old head model didn't have ears. What was I thinking...
Using a face that can make expressions, and animate is huge. Even the subtlety of having the character look around and blink makes the character come alive. Talking also looks half decent.



The big trick with the mouth is allowing the upper and lower lips to move separately, not just the whole jaw. That way the face doesn't flap it's mouth like Pinocchio (wooden puppet).
All in all the new head took about 20 hours, from scratch. Biggest issues were making the mouth look right, and the eyelids. The eyelids still need work. The eyeballs wouldn't fit properly and you could see through the corners of the eyes where the eye whites didn't reach. Eyelids would look good open or look good closed, but not both. I'd say about a third of the time was on the eyelids.

Above: Some of the steps in Milkshape3D, the editor I used. I probably should learn Blender, or 3DS Max. lols.
The job isn't done, some of the features look a little bumpy, eyelids are a little blocky for my liking, some of the texture mapping needs to be tweaked, and the rigging for smiling is way off.
When I'm bored I'll give it another look. For now it will pass.