Hey Quester99,
Good job on your work and your work ethic. Keep it up. Like was mentioned before, try not to let your forms/anatomy get blobby and amorphous. On your first character, it was kind of difficult tell what was muscle, tendon, bone, joint etc. Another thing that was mentioned earlier was deleting your top 2 (“detail”) subdivision levels and working from there. I’ve found that approach, to work on the lowest subd level I can for as long as possible, very helpful in establishing solid form and structure. One of my more recent epiphanies is how good or “done” a model can look only sculpting up to SubD 3 or 4. Maybe check out some classical sculptures by Michaelangelo or Bernini and notice there aren’t alot of small details, yet their sculpts are exquisite. As they often say, sometimes less is more. (I gotta admit, sometimes easier said than done
)
As for your next basemesh, looks pretty good. One thing to keep in mind is balanced mesh density/edge loops. Making sure there is adequate and equal geometry throughout, and possibly extra in key areas like face, joints, fingers or areas of potentially higher detail. Looks like your model could use some additional edge loops around the bicep, forearm, neck/traps area, and his butt. Maybe a couple extra around the thighs too. Compare the density of say, your characters lower back, to his neck. To subdivide the model to get the necessary amount of geometry to add fine details to the neck, the low back geometry will have large amounts more geometry than will be needed, that will essentially be “wasted”, therefore limiting or maxing out your max polys per mesh without getting the most of your topology. Know what I mean?
Not tryin to pick you apart or whatever, just offering my input like I always appreciate from others. Good job and keep it up.