Ok, I'll bite. This may hurt, but it's for your own good. You're jumping into tertiary details way too soon on the high poly. You need to go back and work on overall anatomical structure and proportions . Also, the high poly doesn't look like it's wearing pants. I'm not sure if they're on a separate layer or you found some…
One thing that immediately jumps out to me is the inconsistency in the poly density over different parts of the model. For example, there are very obvious polygons in the arms and hands, but there are also a lot of wasted loops that don't seem to be doing much from the waist down. Also, and this might not be applicable…
the holes in the pants are bugging me too... i'd try to make them in texture only and also bigger as in the concept on an other side the texture seems quite bland... have you baked in an ambient occlusion pass? also consider balancing the saturation as the boots appear really too much saturated in comparison with other…
This looks great and all. However I suggest you follow concepts a little more to the the very last detail. From what I see It has no resemblance to your initial artwork or overall share similarities to Chang herself. I'd suggest worrying about getting the big picture done first of it appearing from a basic glance of…