a good start but could be greatly improved neck/jawline/traps seem too weak figuratively speaking. you might wanna stay away from that posing of the arms for skinning reasons. the topology on the top pf the chest/breasts needs to conform to the shape of the breasts, right now its too straight. good work on t he collar…
I second the relax. Also, the most tricky part when doing any type of deformation is in the shoulder area. You really want to have loops running around that area right all the way up as far as you can. So instead of merging the loops at the shoulder, have the flow up and over the shoulder to the back. This way, you can get…
you said sculpting yeah? Have you considered sticking to a super simple quaded, even base mesh and just playing around with the forms in mud/zb? (i know, polymodelling is still cool... just sayin :P) In any case, you seem to be sticking edgeloops in when you need them in specific areas which then go all through your model…
well, moving a vert that's constrained to edges means that you can straighten and work to better evenly distribute your edges around your forms without drastically changing the shape of the forms. the blue line is how you want your edges to be, make them smooth curves and lines. this makes unwrapping it cleaner/easier and…