I wanted to do something with a less faceted or mid - high poly look. And with some research I found that the Kratos model in GOW3 (2010) has 64,000 polys as a whole, with 5,700 on the face alone. For GOW (2018) the total would be 80,000. I just want some opinions/feedback on the topology in regards to the loops and density before carrying on with the project.
What is the end use of the character? Is it going to be animated? Is this a subdiv hipoly? I'd like to see a starting base mesh before being concerned about the topology because the bone/muscle structure and proportions seem off.
The goal is to make a model with a more triple A look that would be game ready, and that would include beeing animated. The print is of the retopology process of the character using a sculpt as a basis. Here are some prints of the sculpt: This is the reference for the character:
Just needed something to use as a reference for practice, but I get what you're saying. Anyway, can you give me some points to work on the sculpt? Thanks
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Here are some prints of the sculpt:
This is the reference for the character:
You'll want to go back a few steps and focus on sculpting imo, needs a lot more work. Good luck
https://youtu.be/QxULaKxG1L0