Hey Fourtynights, thanks so much man for posting on my thread. You know, the thing about the toes, I thought about it, but I decided to save some time by not sculpting them. However, it can bite my butt when place the boots on him because of fitting them properly. I hope it doesn’t, but I guess I’ll find out. Regarding the proportions, I’ll take a closer look at it again. some people have also told me that his head looks a bit too big. I’ll double check that again and what you mentioned about the length of his legs. I’ve been so used to sculpting 8-head body characters that now when I do a 7.5-heads character I feel some parts don’t feel quite right, but I kept going because I though it was just my established 8-head perception kicking in. Nevertheless, like I said I’ll double check it again.
On your note about a basemesh, to be honest with you I’ve been lamenting myself that I didn’t start that way. The main issue has been polygon flow even though I’ve used zremesh. There are areas where polygons have been fighting me. I think dynamesh is creative way to start and free of pre-established forms. I think it helps you create free and new forms more related to the character that you want to build, but at a certain point you have to get the power of good topology and subdivision levels back into your sculpt. In additions, I wanted to start this way because I wanted to challenge myself and do everything from scratch. Nevertheless, I will retopo, but only the head. The rest of the body will only help me when taking my character to Marvelous designer. After that phase, I’ll throw the under body away and just leave the retopo head. But, back to your point, if I didn’t make this self-challenge I think I would have used a besemesh. Alright man, thanks again for your post and I hope my future updates keep you interested. Thanks again and take care.