Hi, what's the goal of your portfolio? Is this a WIP? Already fully textured? This looks fun and mostly competently done for what it is. The claws look a bit lowpoly or as if the control cage has some messy geometry, but the rat body looks very clean (perhaps a bit too regular overall, but that's fine by me for such a cartoony character). Some of the ears seem to float, though?
What this doesn't tell me is how you would fare with more realistic or even more "standard" stylized stuff that is probably more in demand. Another concern would be animation without distorting all those little buggers too much.
Hi @HarryT25, nice progress. Looking at the concept, I think the handle could be elongated some, to perhaps better balance the lamps' weight when carrying it. As I see it the lamp fixture in the concept is slightly slanted forward, which would make some space for that:
Another detail is the positioning of the backlight being different also reducing grip-space. That's just what jumped out to me, keep it up!
An update to my flashlight model I've made adjustments based on some feedback I got from here around a week ago. I think I'm happy with the direction this is heading. Take a look below
A dark area of the mansion, some of the floors are destroyed and damaged by the nature and wet. Would you like to explore this place or maybe the pool in the middle?
Nice blockout @nurichez. I think from some angles the shape could be tweaked slightly to support the conical look and flow of the design (red). To make it look even more cartoony/ expressive, some lines could be pushed past the original blueprints (yellow), so they're less straight horizontal/ vertical.
Personally, would consider adding large bevels early, but probably that's part of your highpoly stage. As a general note, I think the strap ideally has a length so the binos can comfortably carried around, currently perhaps a bit short? Keep it up
Very cool to see those different executions on the lamp assets :-B
Was able to continue some on the abandoned place environment, but yet have to document the current state properly. Will update this post then
Nice work so far, especially the cloth looks very clean. The area around the front delts looks a bit strange and the transition to the biceps a bit sharp for the overall style and body type, but nothing that needs fixing urgently if you already moved on. The reference is hard to see at that resolution, but maybe that's the result of the one body reference having her arms extended slightly backwards so that triceps, biceps and fat are pushed forward by the lats. But that's just speculation and that area is always tricky and needs some compromises.
As for the belt loops, smushing them down and maybe filling them up might be the most optimized solution, depending on how close you want to get later, but keeping them separate should be fine, too, if you match up vertex positions with the main mesh (basically cut the intersections of the loops into the main mesh) so that there's no unexpected interpenetration during animation.
Stepping back from the topo for a bit. The dragon anatomy doesn't look right. Check out dog anatomy if you cant find enough dragon reference. The legs and toes need more attention.
The topology for animation could be alot better for joint deformation.
Polycount is always a weird question but putting polys where you need them isnt. You should be able to alter the frequency of your mesh to suit the detail it has to support One technique is hooks.