I know you didn't ask about this, but I think your model is different than the concept.
Regarding the model:
- It's slightly taller than the concept (based on the amount of heads tall).
- The arms and legs are more realistic / less stylized than the concept.
- The torso doesn't taper as much as in the concept.
- The head and hair are less round than in the concept.
If someone asked me to work on this I'd address these things.
About animating clothing, I agree with this from @jbarrios:
5 hours ago, jbarrios said:
I would export the character's skeletal rig and add it to the clothe's item. So when the character's leg takes a step then the dress will also take a step.
You might also want to have corrective bones (loose, flying bones parented to the root, which serve to deform the clothing for adjustments) or corrective blendshapes ("shape keys" in Blender), and also have a way in Unity to mask out parts of the character body using a texture -- all that body covered in clothes can be made invisible (you can use a discard / clip shader instruction).
This masking is used on the Sintel rig for Blender by means of the Mask modifier, otherwise the body intersects through the clothing while doing some poses.