I think what Amentar's trying to say is that you didn't give us anything to work off of with your characters. You gave us some clothing, and the barest hint of a setting, but we have no idea what the character is like, in their personalities, habits, or anything you're looking for. If you want a good design, your character should look like how they act. There's no such thing as a muscle-bound assassin who sits on the couch eating junk food all day, or, for a less extreme example, a girl who does parkour, leaping across city rooftops most of the time, is not going to be wearing a dress while doing it.
All we're asking for here is a bit of character so we actually know HOW to design the character. We don't know what they'd actually like wearing, so we can't safely put them into any sort of clothes.
For example, when I'm giving characters to my artists, I highlight a few features that I definitely want in there, as well as an outline of the personality. This still gives them freedom, but keeps them from going outside of my creative vision or making the characters wear something they wouldn't.
Here's an example of a couple of my character descriptions:
Quote:
CHARLOTTE is the new girl, rather innocent, the second youngest of the team, has light brown hair that is a bit brushed when she isn’t sleeping all over it, hazel eyes, and enjoys wearing a bow to keep her bangs back, though that’s off and her bangs will consistently fall over her eyes when she gets up. ELENOR is the second oldest, with shorter blonde hair and brown eyes. She is very "extreme" and "adventurous", tending to be much more reckless than others on the team. She used to date KEN, until he started to get more serious about the job, which is why he’s not in the bed with her right now, but in the bathroom. Usually wears a choker with a small, rectangular jewel that KEN gave her when they were dating.