Thanks guys. Looking at your crits and looking at the model, it’s hard to see. While I value your suggestions, I believe what’s off is the neck area which needs to be fattened. I think the fact that it’s sunken in a little lends to the triangular illusion, but matching up my ref it fits perfectly ( of course, you can’t rely too much on ref). I 'll try tweaking with the move tool in modo and see if I can come up with something a little more accurate. I will finish the torso first, though, as I’m eager to get going on the zombification (Where I’ll be sinking in all the fleshy areas anyway). Lol there’s only 3 weeks left, and I can EASILY spend the entire time moving points around until I’m satisfied, which, if I know myself, I will never be 
Here is a question that I thought someone might be able to answer, if I can make it make sense:
When modeling the eyes (of any mesh) I lay out a temp sphere, then wrap the shape of the eye around that, matching it with the imageplanes. I always end up with gaps at the corners, where the natural shape of the eyeball slopes backwards. On a person, in those corners, there`s flesh which seems to come from the inside of the lids and push up against the eye, filling in those gaps. What do you guys do to fill in this fleshy area and prevent deep dark shadows where there should be none? I was thinking of just throwing in a plane primitive and sculpting it.
Thanks a lot again, guys. Your input is valuable to me.
-Rage