Even after taking the perspective difference into account his neck is too big. It also lost the nice curve from the concept which helped to set it on the shoulders. When in doubt tracing over shapes and landmarks helps to better understand their purpose and how they relate to other elements.
Be careful with the shoulder rotation in the neutral pose as it has great weight in this character's look—it's looking more like the twisted one (left) than the neutral one (right)—, adjust the clavicle placement (red) and check the forehead angle. It's not squareish, it's nearly horizontal in a way the highest point of his head is likely on its back where it meets the neck, almost as if the head was extruded from it.
About the foot, yeah, it's too long. Using the head as measurement unit can keep you from losing sight of the proportions.
Replies
Your basemesh looks good, keep it up!
Even after taking the perspective difference into account his neck is too big. It also lost the nice curve from the concept which helped to set it on the shoulders. When in doubt tracing over shapes and landmarks helps to better understand their purpose and how they relate to other elements.
Be careful with the shoulder rotation in the neutral pose as it has great weight in this character's look—it's looking more like the twisted one (left) than the neutral one (right)—, adjust the clavicle placement (red) and check the forehead angle. It's not squareish, it's nearly horizontal in a way the highest point of his head is likely on its back where it meets the neck, almost as if the head was extruded from it.
About the foot, yeah, it's too long. Using the head as measurement unit can keep you from losing sight of the proportions.
Keep up the good work!
thank you so much for the feedback are you right I will to fix that mistakes