Reminds me alot of Kev Walker's Myr design for Magic:The Gathering- Mirrodin. Here's a decent Low poly Limb Deformation guide by poopinmymouth. I'd recommend using the dual edge loops in the center, doesn't add too many polygons and the extra points can further define the joints. Refine the feet more, the edge loop running…
Overall she's looking good, but still a bit "mushy". Your low-level, big shapes are looking good, but you need to get in and define the medium level shapes a bit more. I'm not saying that every muscle needs a sharp delineation, but a a bit more work at this level before you get into high-frequency details would go a long…
Discovery, exploration and player driven world building. These elements, along with a good pinch of experimentation, guide our expert team to craft fresh takes on the hero’s journey. We want to find a Senior Animator who can breathe life to this journey by being the voice of animation for our new open world genre defying…
Would resetting and doing all this over with more defined planes like you said be better? Or continue and try to define them with what I have. If you have any other advice on how to define planes/tutorials it would be much appreciated! I have definitely noticed I struggle to define different planes, and I'm not sure why…