Put her image behind your model, and adjust proprtions until they match. Your hands are pretty small for example. Take a close look at the groin in the Hippydrome examples, and compare with yours. A rectinlinear grid like yours is bad topo for deformation, and also bad for sculpting.
Thx Kanga! Given your example, are you saying my pelvic edges (horizontal ones) need to bend up more on the sides? Mines are currently about 15 deg upwards, I can see yours are almost 45 deg (even more than the hippydrome example). As for the workflow, unfortunately I am not going though Zbrush (ie. not the high res to…
The priorities are clean deformation, and silhouette. The shoulder/pelvis are usually the trouble areas when skinning. Your shoulder and underarm topology look like they wouldn't deform too well. There is a quick rig toolset in newer versions of maya. You should make use of it when researching topo solutions. Trial and…
Look again at the topology examples, paying special attention to the FLOW of the edges, how they curve through the bendy regions of the body. Understanding of good modeling flow for deformation also requires a decent understanding of deformation itself. So yeah, you'll need to practice weighting too. It's not really all…