That top button does look a bit wonky too. Perhaps widening it would fix that and the vest itself? I think the waist is fine and I'm not sure about the pockets.
The pocket flaps look to be a similar proportion to the picture you posted. At this point is it just coloured? Do you intend to do mesh flaps or rely on textures. The top button does look a bit wonky...not sure if it's pulled out of shape or if it's just positioned on a slant. Hard to tell from the picture...but it's coming along nicely.
I have to agree with Pen on the top button. I think it's just slanted slightly and not straight up and down. If you change the black to a lighter color, you might be able to see if the material around that button and upwards is fitting differently.
The flaps look about the right size, and I can't see why they would be placed higher. I also agree with Lorraine that the waistline is fine as it is. I don't think it needs to be narrower.
It's nice to be involved, GG, and it's the atmosphere here at HW that encourages that involvement. Keep posting and we'll keep looking and feedbacking ( is that a word?!).
Just a couple of modeling hints for you on Dusk - to make your rigging time faster and easier. Take a look in the hip/pelvis area of Dusk to make sure you replicate that edge flow. Otherwise, you thigh bends and side-side will never rig.
Also, under the arms, make sure you've got a snug fit. There is JCM in the shoulder that will go all kinds of wonky unless that part of the arm is snug.
Feedbacking should be a word. My last job was very big on providing feedback, and that's how we put it, providing feedback. Considering all the other words we tended to make up (like mentors had mentees) I'm surprised we never used feedbacking. And yes I love the atmosphere here. I've always been in cooperative art fields and I've always thought it made me better at what I did not creating in a vacuum.
Thanks for the tips and the diagram. I had heard about the pelvis thing, but I had misunderstood which edges need to line up. Is there a specific pose I should be checking to see if I need to fix things? So far I've just been gong through the joints and putting them to their extremes (with limits on).
The armhole thing might be tricky, since I want a loose fit on the sleeves. I did this quick pose after the fitting room but before doing any refining of the weight maps, and I'm thinking this is what you are talking about.
Clearly some poke through under the arms. I also have some regrouping to do at the bottom which is what I'm working on right now.
Do the Dusk split. Left and right thighs Side-Side with limits on. You'll need to clean up the rigging on each thigh and each Positive bulge map or he ends up with a "pouch" in the crotch. It is here where a bad edge flow will make the rigging nearly impossible to deal with. On your sleeve pokethrough above, add JUST the JCMs into the shirt from the Resource Kit for Dusk and see if that resolves that poke (or shows you where that JCM is going to go wonky.) The Dusk Everyday poses Running01 and Running02 will show you the sleeve JCM issue. (Adding JCMs requires you to SHOW HIDDEN Parameters on the Resource Kit to transfer the JCMs)
Ooooo, I Like!
What you have done so far looks good. I like the scarf you added to his head. It really makes him look like a pirate.
I suspect the reason for looking "a little too polygonal in places" is because your particle distance is high (20 possibly?). You can make it smoother by lowering the particle distance down to something like 5 or even 3, but because it is equivalent to a subdivision scheme, there will be a trade off of many more polygons.
Regarding your purchasing decision; You will have to decide what is best for you in the long run, but I would like to offer some advice regarding the company. They are notorious for changing subtle workflow tools in their software (added by mistake from more expensive CLO3D, so stripped out - didn't like, so changed/stripped out, and etc.). They have made great strides, and have enhanced it greatly since the original MD2 which I own (perpetual) and use, but even within a software version many changes are made.
I see two choices...Daremok's suggestion for adding more polys inside MD. Or adding more polys via a modelling program. If this is a store product it would need to be right out of the box. You could add additional polys at the point of need or add an additional sub division to the whole model. I'd be tempted by adding new edge loops where you need them and then moving them around to achieve the result you want.