Hey Everyone!
I am working on a game ready stylized character for my portfolio, I am almost done with the highpoly of the character (both ZBrush viewport capture and EEVEE test render are shared). The concept art is by
Márcio Vieira. After completing the highpoly I plan to start creating the lowpoly (aiming for around 30k tris), and then texture in substance painter (my goal is 4 texture sets at max with 2048 resolution).
I also plan to model her little robot companion. I haven't really figured out how to make pockets with depth which can also be baked cleanly and are game ready.
I aim to have a optimized character with a nice presentation that would be a decent piece that showcases my skills for my portfolio. Any and all feedback is welcome!
Concept Art

ZBrush Viewport

Blender Render
Replies
The crease between the neck and jawline is a bit too crisp I think, where it approaches the ear you could soften it considerably. Right now it makes it look almost like her head is a separate mesh.
Her arms could use more fat, less muscle definition. In the concept notice the flow of the shapes from shoulder through elbow to wrist, it's very soft, and how she really doesn't have wrists.
The crotch looks a bit like a shelf, rather than a clothing crease. Could use some clothing reference to help with this. It's especially noticeable because with the lighting this is the part of the model with the most focal contrast, so it tends to draw the eye.
Why would the pockets have depth? With a cartoony character, to put a hand in a pocket you could just sink the hand into the body just above the pocket.
Her eyes could use a bit more finesse to suggest eyelids I think.
Its probably smarter to make the pockets that way. Thanks a ton!
As for the area under the belt I tried to look for real life references but it might make sense to add more volume re-looking at the concept art. Thanks for the nice words and the feedback much appreciated!