not bad! but the skin looks a bit too metalic for hulk, you can go into material and change the metalacity of the shader, or you can use one of the built in skin shaders and adjust it to suit your needs, don't forget to turn on sss before you render it, gives a really nice effect for skin. also i think the legs might be a bit on the short side and something about the forearms looks a bit weird. the shorts look good, love the rips in them, did you know you can add textures to spotlight and use them to texture your characters? go to texture select the texture you want and click the add to spotlight button, then you can paint that texture onto your mesh,press shift+z to bring up the spotlight wheel and then press z to begin painting the texture. for example you could get a denim texture for the shorts, that would look pretty cool. also you can use fibermesh for creating realistic hair, try it out.
Thanks I used a custom trishaders, maybe the wax preview or the light cap gave that metallic look. You are definitely right, I should work on the portions of his body and on his detailing. I textured him with the spotlight by using the some hulk pictures from the movie but I guess the trishaders that I used wasn't a good idea for the render . I used fibermesh around rips of the short, I am not effective with the hair brushes right now that is why I didn't use them on the hair . I can't seem to move them to directions I want, they either brake or go some place they are not suppose to. I need to work on that Thank you very much for this comment and tips you gave me
by the way, the texture that you paint on using spotlight is dependent on polypaint. so if your model has a low poly count the details in the image you used in spotlight won't show very clearly, higher resolution model -> better resolution image.
there's some good videos on how to use fibermesh on youtube. one method of getting hair the way you want it is to use hairballs and polygroups. basically you divide the head part where you want hair into different polygroups then when you add fibermesh the hair will automatically be assigned those polygroups. then you sculpt each polygroup individually. if you have long hair use hairballs to curl the hair up into balls for each poly group, then use the hairbrush to sculpt that hair as you want it. good idea to use fibermesh for the rips in the clothing, but maybe using a noiseplug would be better?