Very cool Baj ! And it's fun to see that Chris Howard makes for a great Terry too
If I were to give one piece of advice/crit that would be about the shoulder joints location. From what I have observed, japanese game modelers tend to place the shoulder sockets as far out as possible (past the vertical line defined by the armpit) for maximum range of motion - whereas western game devs tend to place this point the other way around to emphasise the neck/traps even in tpose/ypose, a bit like you did here (as said this can be seen in a lot of western game art content, for instance the UE4 mannequin has that too). With that in mind I think the model could gain a stronger silhouette and more flexibility if the shoulders popped out more.
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If I were to give one piece of advice/crit that would be about the shoulder joints location. From what I have observed, japanese game modelers tend to place the shoulder sockets as far out as possible (past the vertical line defined by the armpit) for maximum range of motion - whereas western game devs tend to place this point the other way around to emphasise the neck/traps even in tpose/ypose, a bit like you did here (as said this can be seen in a lot of western game art content, for instance the UE4 mannequin has that too). With that in mind I think the model could gain a stronger silhouette and more flexibility if the shoulders popped out more.
You can observe an extreme take on that by looking at the art direction work of Daigo Ikeno on SFIV : http://fightingstreet.com/folders/artworkfolder/artworkpics/sf_art/sfiv_art/SF_IV_Concept_Art/SFIV_PC_Concept_Art_Dhalsim_06.jpg
Anyways, very cool stuff !