You may be adding too much geometry too quickly. I'd spend more time making sure the proportions are what you really want before going further with the clothing. Once you're happy with the proportions then I'd take another look at your topology on the head and the collarbone/neck area. I know that's kind of vague, but you want to make sure your polygons aren't being stressed and twisted too much.
At the moment, she seems very wide and somewhat masculine in relation to what she looks like from side view. She also looks like she's hunched over a bit, and her body in general is a little too stiff. I don't know what your orthographic images look like, but don't rely too heavily on just your drawings alone. I suggest finding some more references for your model.
The pose of her hands is pretty odd right now. I recommend straightening out the arm and fingers more to make it easier for rigging.
I see this mistake in every rookie artist that sets out to do a character. First off, before you even try to do your own character I would recomend starting off with a tutorial and just follow every step. I know its cool to do your own stuff right now but this is probably nothing what will make headlines in your portfolio down the road. Gather a bucket load of reference and jus try to model a decent proportinal and anatomic correct human beeing with a decent topology before you do anything else. Then you repeat the process a couple of times untill you pretty much dream just polygons and vertices.
i agree with c0ldhands, you really need to re-work the edge flow around the mouth and nose area. The way it is right now it would not deform correctly if you were to animate it.
I would start by watching this guys video, its very rookie friendly:
[ame]http://www.youtube.com/watch?v=Vq86XWvJsiM&has_verified=1[/ame]
Replies
You may be adding too much geometry too quickly. I'd spend more time making sure the proportions are what you really want before going further with the clothing. Once you're happy with the proportions then I'd take another look at your topology on the head and the collarbone/neck area. I know that's kind of vague, but you want to make sure your polygons aren't being stressed and twisted too much.
At the moment, she seems very wide and somewhat masculine in relation to what she looks like from side view. She also looks like she's hunched over a bit, and her body in general is a little too stiff. I don't know what your orthographic images look like, but don't rely too heavily on just your drawings alone. I suggest finding some more references for your model.
The pose of her hands is pretty odd right now. I recommend straightening out the arm and fingers more to make it easier for rigging.
I would start by watching this guys video, its very rookie friendly:
[ame]http://www.youtube.com/watch?v=Vq86XWvJsiM&has_verified=1[/ame]
Good tutorial for polyflow for low poly characters.