There’s only a few things that stand out to me about this, in a needs-improvement sense. The first is he’s not actually standing on that lower rock. His foot on the upper rock should probably be further back, so more of the weight is at the ball of his foot. It’s a strong pose, so his feet should be firmly planted.
The other thing is the style of the character (which I like, nicely done) doesn’t match the environment. This, however, could probably be fixed in compositing with palette limiting, blurring and sharpening, or other such filters and combinations thereof.
Agree on stance. Wasn’t sure whether L knee and foot should be higher, with more weight upon it.
On terrain and seasonal appearance marching appearance clothing - you ‘re suggesting a more colder/sere landscape than is depicted?
browner yellowish tones. Late fall/winterish?
Oh, no, not at all, the scenery is good, in concept. That high up in the mountains is likely to be cold enough for that, regardless! I mean, the scenery is different art slyle than the character, and it’s a bit jarring. You can fix this in post processing, if you render it on a different layer, and use filters in the compositor. I suggest, for a fast fix, blur or soften the background until you can’t make out any hard edges, then mix it back in with the orginal background with a color mix node, using your black and white texture image of choice as a mix factor.
Alternately, you could try something like this (except instead of the sharpen, a texture with ‘brush strokes’ that more closely resembles the art style on your model):
leather needs some dust and dirt. it is too glossy for a man in the wilderness. but i like the overall scene. looks like yosemity. think about moving the camera to the right, so the scout is in the left third of the picture. now it looks a little like not middle - not side.
i like it. but to be honest, the other cameraposition was ok too. i dont think you need a dustmap. lower the gloss or give it a brown color with low saturation. this may do the job. im not sure, but you can try.
redid prior angle looking up at Viggo.
took a weed eater to the weeds and thatch.
reduced number of and Desaturated the pine needles.
Darkened the moss image texture. But I see I need more particles to buff up the moss.
Got rid of lower alpha pine.
got rid of Multires modifier for rock surface.
Re mapped rock surface to gain better resolution of granite image
lowered the overhead sun and changed angle to more fully illuminate Viggos face. I tried a lower angle sun but it washed out his face.
added two harness straps for sword and sheath.
smoothed the outer brow
knocked some of the volume down from side of head towards eyebrows
also added a few more defined lose locks of hair on forehead.
got rid of environment world lighting. Using only sun overhead, sun indirect forward aimed towards legs. And an area rim light illuminating edge of leather jacket.