Very good start, you may find it more comfortable to sculpt the character in an A or T pose, rather than the stiff pose of the concept where places get hard to reach.
Did the Hair and sculpt the hands for today. I will merge these body parts into one subtool and change the pose into a T-pose. Hopefully, I can finish this sculpt in a few days.
I think you lost some of the flow of the forms going to this step and the anatomy detail is getting a bit bumpy clay-like. For stylized characters like this, you really need to make sure the forms are just right and flow well. Did you use a base mesh for this, or do you have access to a good one? You can use the base mesh as a reference for the forms of the figure.
Redid the body sculpt, remeshing them until it is below 80K polys. Then smooth them to reduce the lumpiness of the high poly. Furthermore, I adjusted the body to fit the current reference and its flow.
Since you're basing this off the concept and not off SF5, remember that it's using different stylizations. Case in point, the abs aren't indicated as heavily in that concept than the SF5 model, and that levels of abs looks a little unnatural on the cartoonier model. You painted on the leotard and it may distract from anatomy issues. That thigh gap and crotch aren't that wide.
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