Sorry but thats bull****. If tryforce wants to improve at a good rate he needs to learn to see planes of volume by himself, copying others work isnt how you improve your own visual space development. You learn it through experience, through trial and error, its not like copying from somebody elses mesh is going to teach him how to fix those problems himself because the solutions are already there. Sure it might "look" good, but there's a severe lack of knowledge behind the creative process, a process you
must learn by yourself to become profficient in.
This doesnt mean i think its a bad thing to use others work as an
example, I myself used vegeta from budokai tenkaichi's hair as a reference for my vegeta, but i didnt get a copy of the mesh use it as a ref and create an identical mesh (i cudnt even if i wanted to
), instead, i did sketches from various screenshots getting the formation and the order of the spikes right in my head and then started modeling using my own sketches as a reference. I thought was a much better exercise in learning because I had to work out myself how to make the mesh, and to a degree I had to make it more low poly, creating problems and solving them myself.
Its for tryforces sake that he listens, to be honnest it doesnt really bother me if he used the originals as reference, i just think its the wrong way to progress.
Anyway...
Tryforce, the skinning style you're attempting may be the kingdom hearts style, but that doesnt mean you make the contrast on the skin as low as you have. Even in kingdom hearts the skins had quite a degree of contrast, so far most of your skins in this thread would look like flat colour models in some engines. The skins however for the most part are quite accurately detailed its just the tone and saturation of the colours that lets them down.