I haven't had much free time these past few days but managed to make some tweaks and add some finer detail to the face. It may be a bit too early to do so, but I find that it helps me get a better feel for the character.
Hi, little WIP on outfits I'm making only these two since others shares more or less the same visual language and features
The workflow was fairly simple : start from low poly+creases with dynamic subdiv on. Apply subdivs only if manual sculpt is necessary to bring details (mostly on cloth wrinkles). Then for lowpoly I think I'll mostly reuse what I've made here as topo looks cool on most pieces, only the body/thight clothings might be worthy of a retopo.
I reworked the base body of Mevenn to help shaping out more outfits as the previous one I did was back in 2012...with like, a few months of ZBrush experience in my brain ^^" So proportions, sculpt smoothness, polygroups, sharpness of shapes were in demand of a "little" overhaul. For the face though I tried a more childish one, more "round" especially on her cheeks but not sure it's a good upgrade for Mevenn, I kinda like her face as she is now in the game so this one won't probably end up being integrated.
Last but not least, if you're interested in seeing the texturing process I use on 3D-Coat, I'll be streaming that (once I'll be done with lowpoly models & bakes) on my twitch channel : https://www.twitch.tv/vexod14/ Don't hesitate to keep that link somewhere and follow if you want (nothing fancy, I'm not actively streaming, I just like to share what I create from time to time )
given that this is maya the likelihood is high that it's got some sort of orphaned shape node, coincident edges or other such filth - give the mesh a thorough cleaning and see what happens.
Hard to tell what's wrong based on that one image. Make sure you have a mesh with collision beneath the player and there is no other collision pushing the player through the ground on start. Test-play in a fresh template scene to check whether the issue is related to your level.
there's about 50 reasons you'll fall through the floor - the stupid ones are mostly engine version specific (eg. world partition landscapes on 5.3)
and in terms of the mesh : Unreal has limited precision on vertex positions (16bit iirc) which means there is a minimum possible distance between verts if you have two vertices closer than that distance they become coincident, the edge they make up will have zero length, the triangles that rely on that edge will have zero area and you get degenerate geometry
I really love how her face is looking. I'll just comment on the cards as that's my jam. Looks like you've got some good placement going on so far but I think the textures could be improved. So far, they're all kind of 'samey' and the best way to get variety is to add some negative space (in red) - this will help add depth as you layer the cards.
You could also add more variety in flyaways (in blue) to the thinner chunks you have. Even straight hair has flyaways and having them built into the texture of one card means you don't have to rely on that single strand card to add flyaways meaning you can keep the tri count lower. It's perfectly fine to bake some wave into the texture. This also helps had visual interest.
I'm not a fan of the blunt ends on all of the major chunks. You could add some variety in how the chunks end (in green) with some length variation. Check out the negative space even between the larger chunks that help add some visual interest and breakup The concept shows some flyaways which could look great with a strong rim light! I'd highly recommend checking out Hywel's breakdown here: https://www.artstation.com/artwork/39K6Wm I know it's for scruffy hair but the same techniques apply and will help build depth and interest.
I'd also maybe look into baking out a flow/tangent map. It won't make a huge difference to straight hair but it can help add breakup to individual strands.