If you want to do something that a 3D artist can work from effectively, it’s best not to use coarse, heavy outlines like you did, because they are too vague to differentiate between edge types. You need to make it clear what type of edges we see, such a furry edges and hard-edges. When your edges are all kind of similar, we can’t tell. The dark lines also obscure details inside of the silhouette contour, and we can’t tell what is going on such as your anatomy details. Readability is very important–make sure everything is clearly readable without any vagueness–be it anatomy details, clothing folds, fine surface details such as textures, etc.
Also, if this is meant for pre-production, you should choose poses that are more neutral so we can see the figure’s overall proportion clearly. When the figure is hunched and limbs raised at an angle like that, we can only see the foreshortened proportions, and that is not good for readability.
You lit the figure in basically a back-lighting, and that isn’t optimal for readability, because you’re creating a dark silhouette. The best lighting is a 3/4 front/side/top lighting that models the forms effectively, without being too drastic, but pretty much any kind of lighting that makes the details visible without creating unusual lighting angles (such lighting from below) will work.
Put yourself in the shoes of a 3D artist having to work from a piece of concept art. What would YOU like to see that would make your job easier?
These might seem like common sense, and strangely, so much of what makes better art are really just common sense, except people aren’t capable of realizing that until they are taught to think with common sense as artists. It’s kind of ironic, but that’s just how it is. 