I would like constructive cricitism on my recent sculpt.
First I'll explain the process of my modeling in hopes that people can give feedback there too (like if I've done a certain step inefficiently)
The character I sculpted is from Re:Zero Regulus Corneas.
The main reference image and the pose I followed is here.

However there are some caveats.
While the pose is followed, the model follows the anime style more closely over the light novel.
The reason why I chose this is because I looked at other figurines from the same series and the ones that
followed the anime more looked better. One of Re:Zero design characteristics are the round faces.
Most of the male and female characters have similar 'round' faces in the standard human design.

Also in the anime, there's an oddity where the suit is flipped horizontally.
Because I'm mostly following the anime style, I will flip this too.

In my first step, I posed the base model I made on Blender.

Then I exported it onto Zbrush to fix the deformation

Next I sculpted the face and hair.

I used UV texturing for the face to make the eyes in higher quality (because my PC is a toaster)
For the hair I used SK_Hair to lay out the strands/forms
Then I combined the meshes with dynamesh to merge the individual strands together.

- When I'm making the hair, I try to prioritize the silouette of the reference image. But sometimes it causes some of the strands of hair
to look 'off' in other angles. Is that ignorable or is there a better way to implement this?

Blocked out the rough proportions of the clothes

I start adding in the details of the clothes
When I'm making the details of the clothes or need to retopologize, I export/import with blender.
I made the outer lines of the clothes (the gold rims of the suit) using the curve tool then fixing the mesh to combine them)

- I struggle alot with clothes for two main reasons: 1) I don't know how thin/thick I should make the cloth and 2) cloth wrinkles (more on that later). I try to reference garage kits/other figurines to understand how thick/thin I should make the clothes. I think I did fine in the Lapel (because it get merged with the suit if 3dprinted) but the final bottom coat was too thick.

Getting to the final phase of the clothes to add wrinkles.

I just bullshited my way through it but trying to keep in mind where the compressions points would start, and what clothes wrinkles look like in 3d.
And its done


Post Mortem
+ I finished the model faster than before
- The mesh area on the eyes could match the scelera on the texture better
- I think I should of tried the 'dynamesh in high detail > retopologize' method more. I thought
laying out the model in low res would help to sculpt easier but I had some difficulties because the mesh would deform badly (especially with the crotch of the pants)
-made the rim at the bottom area of the suit (long part) way too thick.
- The cloth wrinkles sucks.
Anyways please rip me a new one.
I'm focusing on crapping out more models so I can get better.