I've always been reluctant to post my work in the past (I didn't think my projects were at a level worth showing), but it's time for that to change! I really think some suggestions and critiques from those who know what's what can help me improve in ways that my roommates are unable to do.
I'm currently working on a character based on a concept by armandeo64
I've gone through a material breakdown as I'm hoping I'll be able to finish the model, then move on to unwrapping, texturing, and placing in-engine by the end of a 10 week period (I'm currently 4 weeks in).
So at this point, I have most of the outfit blocked in, and a few assets have been retopo-ed. I think a problem that I've started with this project, is jumping back and forth between Maya and ZBrush constantly. I'll get the shape blocked out in Maya, then finessed in ZBrush, then brought back into Maya for fixing up the topology. This is definitely slowing me down, but I'm hoping it won't end up causing me too much lost time in the end.
Current Maya scene:
I'm still fixing the topo on the face and head, trying to keep it on the lowish side, while still getting the silhouette and forms to read.
For the jacket in ZBrush, I'm still in the earlier stages of adding wrinkles in a high poly sculpt (the crease is where the belt is pushing up the fabric a little bit).
I'll be working on this throughout the week (and keeping track of the topic), but if anyone could suggest fixes or mention any suggestions at this stage, I would love to hear about it.