I would be very happy to get some constructive reviews and criticism in order to further improve the character. The tail is not finished yet, I would do the retopo and the transpose only after the constructive input I hope to get from you.
very odd that there are no replies yet. one reason might be that you asked for critique and there is really not that much to criticize because that is a pretty impressive first Zbrush sculpt.
1 thing though - it's overall a very cool fantasy game character model with a good balance of detail, but if you wouldn't have mentioned it I would have never guessed that it's supposed to be a female. that simply doesn't come across due to the rather bulky torso and very heavy arms. the bulge in the armor around the breasts area could also just be armor for a very muscular guy. so if you really want her to look female I would suggest adjusting her her whole body proportions more towards those of a "woman". even the face could be tweaked towards more female cat characteristics with a slimmer skull shape and bigger eyes in relation to the skull.
here are a few examples for a more female direction:
now about your move tool problem with that strap: which version of Zbrush you use? if you use 4 then I would suggest giving the move elastic brush a try. generally for what you want to do it is best to use a wider brush radius at mid to low intensity with a higher focal shift(25 - 50) to achieve a smooth move deformation and simply move carefully
generally I would suggest you first focus getting your overal form and shape right and post it here for suggestions and then once you are confident with that, move on to the detail work
Furthermore I have no idea what you are aiming for with your work, but in case you want to work as a professional character artist in the game industry for example the I highly suggest getting some plain realistic humans done for your portfolio. you won't believe how many portfolios I have seen in my job as art director which show off great looking monsters and fantasy characters and the very same artists would then fail miserably when challenged with a simple human character. seriously. most lead artists and art directors who decide if you get a job, will first check if you can do a convincing human in your portfolio and then for everything else.
disregard and forgive what I said of course if you are already working in the industry. As I said, I have no idea what you are actually doing and aiming for and just assumed you are new to this, since you mentioned this is your first ZBrush work.
This is very interesting and an excellent job, especially as a first sculpt! I just created an account because I am doing something exactly like this as my first sculpt. I am doing the male Charr Warrior... lol. As of right now, you are so far ahead of me. I only have like 1 free hour a day after work and grad school/homework...
In any case, what is taking me the longest is learning everything in ZBrush. It seems like every day I do something, I end up redoing it 2-5 times in a different way with better results. I am attempting to learn the most powerful/least time consuming techniques so that I can maximize my efficiency (I learned how important this is once I got into environmental/level design in Unreal.)
BTW, I made the same mistake as you and attempted to detail before I should have. Plus, I was originally doing just the head. However, now that I understand subtools and how to create new ones straight from the base tool I am planning on doing the whole body and armor... I will likely post my base mesh before detail to get some tips on proportions before I sculpt in details.
Two things still have me stumped though. First, I really want the effect of real hair, but it is too painful rendering Maya or Max fur over a whole body... Second, Even with a good PC, I can not subdivide past 18 million polys. That doesn't seem like enough for a fully body, especially if you hit like 8 then can't subdivide again. How many polys are you working with on your base tool?
Very good (and ambitious) for a first sculpt! Someone else mentioned this, and I'll repeat it: Don't get detailed until the basic form is totally solid. I understand this is pretty much impossible the first time you feel the rush of the powerful detailing tools though!
The first thing that jumped out at me is the front view of the head. It's got an odd heart shape to it. At first I thought it was because the back of the head bulges out too much, but now I'm thinking it's the snout that isn't wide enough. But I'm still pretty newbish at characters. I work at ArenaNet, so I'll forward this thread to some of my co-worker who made the female Charr and see if they want to give you any feedback.
My toughest critics, "my wife ", had the same objection, and if you have this same impression as well I will work on a change. I did not notice it while working, probably it is because of all those many possibilities that ZBrush offers. They are tempting me so much that it carries me away sometimes.
In the next work Iím planning, a male human GW Ranger, I'll try to avoid such errors.
If it should happen that I might really get feedback from your colleagues at ArenaNet, that would of course be a great pleasure and honor for me.
... Here my little update without the changes proposed by Scrybe, but with new expression, I hope you like it and any suggestions and crits will always be much appreceated and and welcomed because I'm still learning.
To get a more dynamic pose for this kind of beast, knees and feet should be oriented outwards while the hocks should do it inwards. Your model's pose looks great from side views but somewhat "human" from the front.