Started testing in Marmoset. With the new lighting I can see some additional things I want to change in the model. Like her cheekbones and nose for example. Also hair is annoying. :)
if you want only precomputed, check just static in the lighting channels an in the lighting options, and check use precomputed shadows.but then if there is an npc for example, it cant cast dynamic shadows to the surrounding objects.
Most of that seems fixed in later versions (only tested 2018 though), for example edit normals definitely keeps the normals unlike your 2nd pic, and collapsing works without issues:
.Wiki and Mehran are right, better to duplicate & flip. One (rare) reason you might want to disable backface culling is if you want a light-transmission effect. Backlit leaves for example.
Of course he has a bones, but it's stylized and he have a lotof exaggeration in his muscles for example like Abigail I took him like a reference : http://streetfighter.wikia.com/wiki/Abigail
Beginning to define the muscles. Going to have to broaden references: more real life models. The head needs slightly more tuning. Correspondence with industry has begun. An example is shown at the end.
Can you post an example of the concept you are working from and maybe an image of the figure under the armor? I'm just curios if the issue with the proportions are in the armor itself or originate from the figure.
Unity is also doing such cool things, for example this: http://blogs.unity3d.com/2015/06/24/releasing-the-blacksmith/?utm_source=marketo&utm_medium=email&utm_campaign=unity_news_july_2015&mkt_tok=3RkMMJWWfF9wsRouuKTMZKXonjHpfsX86OktWKC1g4kz2EFye%2BLIHETpodcMRMthMq%2BTFAwTG5toziV8R7TFLs15ycYQWhTk
its good but theres a lot of details missing, for example all the neon in that photo is beautifully layered into concentric patterns, yours is very simple in comparison. With these added details it could be truly great.
It was probably a packed texture, like Snefer's example here http://wiki.polycount.com/TextureAtlas And it sounds like it had different reflection masks in each of the RGB channels... glossiness, reflectivity, roughness, etc.