From reading your thread about posting comments on begginers work, I have been enticed to say something…
First off, the image quality is very poor… i don’t know whether you enlarged the image before saving the document or what but when making an image to display your models, always make the document twice as large as the resolution you plan to display it as, then use the AAhalf button. also often people will use the “best render” setting to render there image… personally i think the shadows are usually better in the normal render. doing this will give you a clear image that will define your model more… thats why your model looks fluffy looking.
now to the model,
-The first thing that hit me was the feet… the ridges on the feet look to harsh to me and they need to be changed. the whole foot looks like its been stretched out or something… the back toe/talon should be touching the ground or at least in someway be effected by gravity… looks as though the feet are in invisible high heels.
-hands… they are opposite to the feet and look slightly pan cakeish. define the tendons a little more.
-Be careful when creating base meshes with z-spheres because intersections can be a nightmare (not so much now with ZS2) but the point in reference is the wing membrane intersection… from what i can tell is that the ends have been pinched in the zsphere stage… this is a pain in the a** when it happens and can take time to fix… however if you dont do it, you get that unrealistic pinch effect happening… some times if you cant get the intersection to work properly you need to spread out the items intersecting and just move the mesh into position after the base mesh has been created.
-I dont know how you created the skin texture but it looks like it has just been slapped on, in my experience it is vital to mix up the texture a bit I.E would the texture be as harsh on the wing membrane as the chest area? check out the alpha library for some alphas to use, i just downloaded the pack so i dont have to go back when ever i want something new.
-overall definiton, go about the model and as yourself…“does this look realistic?” points of referance are the horns,talons,spikes and membrane joints… they look as though they are just blobby modeled onto the model. they need to be more defined to show that they are actually coming out of the model… also give them some texure… they are to smooth… for a quick texturification i just use the rake tool to give them a more horn/spikey look. as for the membrane joints, make them look as though they are joints… you have started that already but just clarify them more.
apart from that, just explore different methods and tools… experiment with things to see what works and what doesnt… also make sure to save the model at differnet stages of its development so that if you do something you decide later you dont like, you can easily load a older copy and just start again. another thing is try creating work that is original, this may be hard due to the over welming amount of creatures and stuff being created. but you will have a far more exciting model if its something fresh and new to look at… in my eyes, your decision of gargoyle/goblin thing was an epic fail for originality, i mean damn! if i had a penny for every goblin ive seen…in some cases people can pull it off, but 95% no.
hope this helps…