Proportionally there's a lot to be done. Starting with the face. The ears and the back of the jaw need to come forward a lot, and the cheekbones need to go further back. Try looking at yourself in the mirror and compare the way light hits your face to get a rough idea. I'd study the facial planes in The good book of Loomis (i'll leave links).
Body wise she's got some mad muscles going. Proportionally i think the arms and calves are done well, but as muscular as they are they'd do better on a man (or a beefy tranny who rides a lot. Maybe that's what you're going for.)
I'll link another book by Loomis on anatomy, which has some nice profiles of the ideal woman. Generally i think there needs to be more curves and refinement of the big shapes that form a womans silhouette. Go read whatever you need out of these books, and after some practice you'll be cruising.
Working on an Overwatch style of Madame Mirage and looking at the Overwatch technique of modeling. So for what i can see from their Zbrush models and a educated guess they do extract modeling in Zbrush and model the pieces of clothes and decals as meshes then bake them into the normal maps and the final game model. The only real sculpting happens in there body and clothes The other note is that all characters have the signature lines in their noses.
I am still designing her clothed I am looking at mercy and symmetry for style ref and I am working on adding more of the tech to her
Working on a Realistic sculpt based on Shohreh Aghdashloo. This is based on her chrisjen avasarala character on the Expanse series. I need to spend more time on her hands. My goal is to have portrait render in Unreal
This originally started out as just a facial sculpt practice but I also wanted to improve my marvelous designer skills so I went with a full body model
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Proportionally there's a lot to be done. Starting with the face. The ears and the back of the jaw need to come forward a lot, and the cheekbones need to go further back. Try looking at yourself in the mirror and compare the way light hits your face to get a rough idea. I'd study the facial planes in The good book of Loomis (i'll leave links).
Body wise she's got some mad muscles going. Proportionally i think the arms and calves are done well, but as muscular as they are they'd do better on a man (or a beefy tranny who rides a lot. Maybe that's what you're going for.)
I'll link another book by Loomis on anatomy, which has some nice profiles of the ideal woman. Generally i think there needs to be more curves and refinement of the big shapes that form a womans silhouette. Go read whatever you need out of these books, and after some practice you'll be cruising.
Hope i'm not breaking rules by posting links.
https://archive.org/details/andrew-loomis-drawing-the-head-hands
https://archive.org/details/loomis_FIGURE_draw
Good luck!
The other note is that all characters have the signature lines in their noses.
I am still designing her clothed I am looking at mercy and symmetry for style ref and I am working on adding more of the tech to her
my pure ref board
This originally started out as just a facial sculpt practice but I also wanted to improve my marvelous designer skills so I went with a full body model