You mix up "adding to the shape" with "making it rounder". Adding to the shape means that it actually makes a real and noticeable difference on the shaded and textured models shape. Go and delete maybe every second loop and see how it changes the models silhouette. Maybe look at the upper part of the tree I post(ed), its not 100% right, but theres maybe 2 or 3 unnecessary polies(on the upper part of the tree); its at 951 tris. If you look at the face(s) you see that I do use a lot of polies and its definitely not uber optimized, but all of them contribute to the faces shape and silhouette. And its a face, faces are the most "polydense" parts of current and next gen models, maybe about 1 fifth to 1 third of the whole polybudget of the(for current FPS characters) usual 10k tris(the tree-face is at 1627 tris, the rock-face at about 1k). Its definitely not perfect but compare it to your model, you will see that theres still a lot to improve. Oh and human bodys wont usually stand 100% straight, they usually have a slight curve/bend. Ill go with the flow and post just another constructive sentence, if a human doesnt look human, there is something wrong; even if the jacket doesnt stick to the body it wont bulge out like that, it will either curve and the lowest point will be furthest away from the body or it goes with the body but still has some buffer space inbetween. Thats enough for all of us, have fun, I had mine. ;P
I just try to give constructive advice, this sort of advice usually has some negative sound to it, but its meant good.
Used a rather new/different workflow to what I usually used. I skipped creating the basemesh in XSI and created the basemesh with ZSpheres in ZBrush, was a lot more fun(and maybe even faster), then sculpted using layers and alphas the first time. Then Retopo in TopoGun and UVing in XSI. Baked down normal and ambient occlusion maps and then imported everything into UDK. Only normalmap and the ao map in the diffuse slot.
Its 5455 Tris on the whole model, still WIP.
Big pictures!
There are still loads of shading/seam problems on the tree.
And another wireframe:
Comments?