i gues your mesh is not smoothed, depending where you are working, you need to apply soft edges or smoothing groups on your model. if you realy have never done it before, it might be worth heading over to the polycount wiki.
pay attention to the jawline, and the shape of the head in general man, it has truly anime proportions going on, really strong features which your sculpt is lacking. you've sculpted a very round soft face which just doesn't match the character.
Hey hannes d, looking good, your grey scales are nice, I will suggest you keep pushing the rendering so the transitions from black to white are soft in those areas that you want more attention. Keep it up posting.
I do a fair bit of "pseudo-engineering" by cutting joints and articulating the figures, but a lot of it can be fine-tuned at the wax stage. For vinyl that is. It takes a special level of experience to make sure the soft vinyl can be pulled from the mold and assembled.
I think for this particular style, an action figure would be a better reference. http://www.1999.co.jp/itbig15/10157945a2.jpg http://i0.wp.com/thefwoosh.com/wp-content/uploads/2013/06/sota-street-fighter-ryu-bag.jpg
futuristic usually very clean/white. replace that floor carpet with kind of panelled white sorta plasticy thing with lights here and there. hrmm that sorta support structure already looks sota futuristic with the curves thats alli can really think of
I really like the design; regarding the texturing, it's a bit soft , I would limit the use of the airbrush and add more defined details everywhere; and don't forget the highlights (since it looks like a totally hand painted character, right?) example:
The thing with subdividing is that you have control the mesh beforehand by adding edges to differentiate between soft and hard lines. Otherwise, you get a blob with no clear definition, it loses its shape. Watch this video, it's a tremendous help: http://vimeo.com/10941211
the big problem here is that nearly every surface on our highpoly, is tottally planar to your lowpoly. What this means is that nearly all of your details is going to get lost. You usually want some nice soft edges in your highpoly.
Slum nailed it with the ears being too high. If you are careful you can possibly just morph the low poly with soft selection, and not need to re render the normal maps. Looks good man overall, nice small scale detail.