Legion, do you have time to make edits to the models you've posted? It's awesome that you're sharing with PC, but I think there's several things we can do to your models that can take the error fixing off of the downloading parties.
1) Relaxing the quad dispersion of the mesh overall Eveb out/avergae the vertices.
2) Fix the anatomical proportions of the silhouette of each base model. This is the primary issue from what I see. It doesn't have to be perfect, but with the way it looks right now, the proportions of each model are way off. Both sets of shins on each model are too thin relative to the thighs and perceived visual weight of the whole model.
3) Where are the individual breasts on the female model?
I don't think you could get away with saying "it's cartoon style" or "stylized" given that it is a base mesh (ie. based on reality). Even with cartoon-styles, they practice a balanced proportions for their humanoid shapes (whatever that happens to mean).
Also, I think you might want to post the links here to get it really visible at most times for others.
There's some good references in the wiki as well for base human meshes. Most of these to me look proper and ready to go.
well at least i tried seems like i gotta improve on that topology
Think bigger than topology, think "figure drawing" and understanding the human figure. Good topology means just accounting for animation deformations and trying to get everything clean as possible. Conceptually simple, but time consuming.
Figure drawing is what you should be googling and focusing on. That stuff takes a lifetime to learn, but once you put in some time, dramatically improves how you approach every human, and perhaps non-human, character.
Replies
still its amazing what you can do with just a few edits
2) Fix the anatomical proportions of the silhouette of each base model. This is the primary issue from what I see. It doesn't have to be perfect, but with the way it looks right now, the proportions of each model are way off. Both sets of shins on each model are too thin relative to the thighs and perceived visual weight of the whole model.
3) Where are the individual breasts on the female model?
I don't think you could get away with saying "it's cartoon style" or "stylized" given that it is a base mesh (ie. based on reality). Even with cartoon-styles, they practice a balanced proportions for their humanoid shapes (whatever that happens to mean).
Also, I think you might want to post the links here to get it really visible at most times for others.
There's some good references in the wiki as well for base human meshes. Most of these to me look proper and ready to go.
Hmmm, those files are missing
or at least once you download the .objs there's nothing in them
Something like this is better.
BadKing also has free basemeshs to download on his site. http://www.badking.com.au/site/product-category/models/human/
Think bigger than topology, think "figure drawing" and understanding the human figure. Good topology means just accounting for animation deformations and trying to get everything clean as possible. Conceptually simple, but time consuming.
Figure drawing is what you should be googling and focusing on. That stuff takes a lifetime to learn, but once you put in some time, dramatically improves how you approach every human, and perhaps non-human, character.