I'd like to explore the issue that the costume is veering off your expectations.
How detailed was your construction plan? How realistic was the rendering of the original character? How closely does your body silhouette resemble Dark Zelda's?
And please understand, everyone looks stupid in WIP's. I will out myself here for your benefit. Here is a collage of steps in me making a video game helmet. helmet process.jpg
Look at the picture in the upper right corner. I look like my head's being eaten by a beige jelly bean.
Now I made this collage to help show you what my process looked like. I number the pics left to right, top to bottom.
Pic 1: is one of MANY reference pictures I took of the costume I wanted to recreate.
Pic 2: is a wireframe overlay, attempting to determine if the character has a realistic physiology under the helmet. Answer: no -- the jaw is too high, the ear is too small, the head is too short from front to back.
At this point, I already know I'm going to lose accuracy when rendering this on MY body. Since perfection is hopeless, it's time to see how close I can get. I start building paperboard helmet frames.
Pic 3: I started with a headband, and then built forward for the "beak". By this point, I've taken many pictures of myself in this thing, and compared them to the silhouette of the helmet. I've already made several adjustments, because the original "beak"s have been way too short. At this point, I notice how heavily the bottom of the front is resting on my lower face. Problem -- it's too front-heavy, and I'll have to counterweight the back. Except I didn't leave room in the back for weights. I'll have to build it out a bit.
Pic 4: Here's a triple overlay: the game screenshot, my head in my WIP, and the wireframe of where parts of my face are supposed to sit on this thing. In addition to accepting that my helmet is again TOO short front to back, I discover I'm going to have real problems seeing anything out of the eyeholes. I originally cut the eyeholes where they sit on the character; they are too high. I patch over them and bring them lower, so I at least have side/peripheral vision. Hence two black ovoids in the picture.
Pic 5: Here's a better look at my eyehole problem. The original eyehole is up above, but the lower one is the only way I'm going to be able to see (people in front of me, the camera, stairs, etc). I have to sacrifice accuracy or I will have to take it off to go anywhere, and at that point, why did I build eyeholes into it anyway?
Pic 6: the finished helmet. Unfortunately, I don't have a full side-shot picture of the helmet; this 3/4 view was the only way I could see to aim the helmet at anyone to get the detail in the shot.
The process of going from a 2d drawing of a person to a 3d costume for a person is almost always filled with these sacrifices, compromises, and frustrations. The more prep-work you do before you start, the more obstacles you can avoid before they come up.
I would like to know if I can help you with the frustration you're feeling at this point. I'd like to see if I can make suggestions for how to make your costume get closer to the character you want to resemble. In order to do that, I need more details about what you want to do, what prep-work you've done, what the problem looks like, and what you've already tried. Links and pictures and measurements will help a lot.
I gain confidence when I know my accuracy is high. The chocobokeep costume isn't/wasn't perfect, but it was good enough that the AWESOME people at the FFXIV photoshoot made me feel like I was the coolest thing there. The closer to accurate we can make your Dark Zelda, the more I think you'll find the confidence you're seeking.
How's that sound?