I would do in texture, probably layered material because it can be tiled in shader to get better quality than baked (though it would look less unique, some details could be sculpted... or these details could be added as decals, like the torn cloth) Paragon use layered materials and I like how good cloth look in it.
I love her pants and hair. The clothes are really sharp and have nice details. I like that you made her face more full, too! This is the quality I want to personally aim for next. The only thing I'd work on is the materials on her weapons. They don't have much impact; make that metal as fancy as her clothes!
If you plan on taking this into zbrush for heavy sculpting you might want to separate your clothing from the mesh. Right now it looks like the pants and shirt are aprt of the model. Seperate'em and it'll be easier to work on stuff like the proportions and forms of the body. Furthermore your characters body is going to…
Of course! But going from chainmail-plate looks way too dull so added a tiny bit of elegance to the model. Its just another layer of cloth under the plate to deal with blunt hits and friction from the mail on the plate, another layer of cloth is worn under the chainmail that is the final barrier from punctures from arrows…
Wait, so there were two people in tandem making one high poly mesh, and separated the tasks based on whether it was major clothing items, body, smaller gadgets and gizmos? These look awesome! I'm trying to figure out what is welded and floating with all these layered clothes. The decision about when to weld or not has…
Well it literally says on the site 'main character design: tetsuya nomura' http://www.jp.square-enix.com/ff15/ But it seems he is collaborating with another guy, Roberto Ferrari, but information on him seems to be sparse. edit: you are right 'noctis's clothing is designed by Hiromu Takahara, creative director of the…
Is it possible to post a wire of the character in a default A or T pose? The chest/shoulder area seems kind of over square from the posed angle. If I recall correctly, even if a character is wearing clothes that obscure their legs, there should still be additional loops for their knees to assist in deformation of the cloth…
@bugo - Cloth Joints? Not sure exactly what you mean. I don't have an engine handy that supports a cloth or rope simulation in it, so I'll probably just put some bones in there for posing the model. @Pior - I see what your saying, it happens a little bit in the shade. I'll change the edgeflow to correct it in the next…
One thing I noticed is your material definition is a little lacking. I couldn't tell if it was cloth or not around the ankles. I assumed it was cloth because of the wrinkles. Maybe it needs more compression in the wrinkles? You have some really cool features but overall I feel like the hard edges are a little sloppy. This…
Hi. I think the armour looks a little flat. Are you using just a diffuse texture for it. You need to show some depth. There is also a part in the cloth (on the front of the character), that looks really rough and not fluid for cloth, I would sort that out too. The head sculpt is great. I am not too keen on the beard, it…