I think proportions/anatomy don't quite match up with the concept and the stylization falls short in areas in terms of boldness (hard-surface parts) and definition/sharpness (folds). I recommend breaking down/ inspecting the concept in an image editor to get a better understanding what carries the design (e.g. measure proportions). To get the general figure down, it can help to block it out with primitive shapes first, not jumping into high-res sculpting too early.
But generally, if you want to focus on low-poly baking and stylized texturing, I wonder whether doing a whole character at this point isn't spreading yourself too thin, as you're throwing in anatomy as well? Could make the projects' scope more manageable by just doing a bust or the shield at first. Can still expand once finished. But that's just me thinking loud, got to have fun too
On a side note, when using someone's concept, I would credit them.
I think you should work on the secondary forms a bit more. The face looks a tad flat. The eyes could be pushed back a bit more. The nose could be pushed out and have a more "flow-y" form, etc. The transition and proportions on the shoulders could be improved. The silhouette of the torso could be better. Also, the torso looks to be buldging to the back. Watch out for the hand form, those are tricky. It's an overall tricky character to sculpt. @Fabi_G is very on point. Break down the forms first. Try to simplify the forms with primitives. Really spend the time adjusting proportions in the blockout phase.
Hope you can get this through the finish line and have fun with it!
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I think proportions/anatomy don't quite match up with the concept and the stylization falls short in areas in terms of boldness (hard-surface parts) and definition/sharpness (folds). I recommend breaking down/ inspecting the concept in an image editor to get a better understanding what carries the design (e.g. measure proportions). To get the general figure down, it can help to block it out with primitive shapes first, not jumping into high-res sculpting too early.
But generally, if you want to focus on low-poly baking and stylized texturing, I wonder whether doing a whole character at this point isn't spreading yourself too thin, as you're throwing in anatomy as well? Could make the projects' scope more manageable by just doing a bust or the shield at first. Can still expand once finished. But that's just me thinking loud, got to have fun too
On a side note, when using someone's concept, I would credit them.
Keep it up!
Insteresting design.
I think you should work on the secondary forms a bit more. The face looks a tad flat. The eyes could be pushed back a bit more. The nose could be pushed out and have a more "flow-y" form, etc. The transition and proportions on the shoulders could be improved. The silhouette of the torso could be better. Also, the torso looks to be buldging to the back. Watch out for the hand form, those are tricky. It's an overall tricky character to sculpt. @Fabi_G is very on point. Break down the forms first. Try to simplify the forms with primitives. Really spend the time adjusting proportions in the blockout phase.
Hope you can get this through the finish line and have fun with it!