im thinking
1. Smoothing the mesh out and getting that detail there
problem: too many polygons around the model
2. Painting in mudbox
problem: too many polygons
3. Displacement at the material
problem: i have never done this before except for in Cinema 4d, and there's a big risk of messing up. I got no clue how to do this
4. Creating a mesh that indicates theese gaps, and use this mesh as a boolean difference
problem: topology problem, hard edges (?)
Right now i kinda feel like going for option 4. But i dont know, what do you guys think i should do?
Rendered model with lights + AO set up:
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Wireframe:
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Reference (side):
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Thanks
Skalman