Nope, the triangulation for objects that don't deform doesn't matter. As long as it looks as good as you need it's ok. For example, Simplygon produces some very ugly looking meshes because they are built only to look good at a defined pixel size, and that is ok.
The back of the head is too flat, round it up a littleby pushing it back and defining the end of the neck. Ears are missing the front portions, and they are too small. Try resizing them and bringing them a bit forth, and ofcourse make the front portion of the ear.
I'm no expert but seeing the way this has been rigged and animated couldn't this have been symmetrically mapped for much larger texture density? Could you collapse the two loops that define the underbelly because that space is barley visible, even zoomed in?
Used own arm as reference, harhar: It was difficult for me to define the forearm muscles' locations in that pose. Will try a more neutral one next time and make sure I nail them better before going back to more complicated ones.
yeah the graphics that stood out to me were definately the faces and the battle rifle, whoever thier hard surface artist is, is doing sick work, also the engine seems to handle more/more realistic atmospheric effects. but seriously whar the TREEZ!!?
Cheers EarthQuake, More clutter is definately needed but first the materials need a lot of work. Trying to think of cool stuff to have floating about and playing about with Marmoset render settings :3 might need an image of the earth behind the window...
lightstudy for the win, I've taken a liking to overcast light resently, normaly i use all these very well defined lightsources and often i resort to just one but fog and overcast has such a nice mood to it that i've normaly don't use
The Zbrush way to do that would be to define your extruded shapes with the mask tool, then create polygroups from this mask and from there you have a tool that modifies the topology to make it follow the curves nicely. I don't remember the precise process, though.
Take the liquify tool in photshop to your reference and blow up some of the defining features. It will help you to figure out where your focal points are so you know what you need to hit. At least for modeling faces anyway :)
It looks like you've over emphasized the "S" at the back of her neck just a little bit. There are muscles there that define the "flow". Her collar bones are also a tad low. The clavicle is more or less a straight bone that twists to flows towards the shoulder.