This may be a weird tangent but what is "mid poly"? Low and high poly are merely states a mesh is in when relating to baking so to me "mid poly" seems like just a way to say that you want to be limited in tri-count but not put in the effort actually restrict it and think about what in the topology contributes to the silhouette.
As far as actual critique goes you seem to have figured it out yourself with things like the bellybutton and bicep being wasteful. It's good that you think of what would be needed for nice animation deformations but don't overdo it and unnecessarily complicate the edgeflow.
Magihat - mid poly is just a way to say that my character has more triangles. I use to say mid poly because if i put a "meshmooth" modifier from 3d max, the character don't lose his shape. I wanted to increase my triangles limitation for a mid resolution, in other words.
About topology and silhouette your right, i'll spend more time in that stage.
And thank you for your advices, i'll take care next time to balance edgeflow and topology harmony.
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I would probably reduce those parts down and instead of the beard that you have go for poly planes for the beard
About arms i tried to construct better flow for animation. At the en, i confess that biceps won't be animated! hehe
This model was finished, but the next character i'll take care for these details. Thank you for your tips, man!
All the best!
As far as actual critique goes you seem to have figured it out yourself with things like the bellybutton and bicep being wasteful. It's good that you think of what would be needed for nice animation deformations but don't overdo it and unnecessarily complicate the edgeflow.
About topology and silhouette your right, i'll spend more time in that stage.
And thank you for your advices, i'll take care next time to balance edgeflow and topology harmony.