Ok I'm working on a prisoner body base. The engine tracks a head model so that is why he is headless, I'll make various heads after the body base is done. I haven't touched the arms yet, aside from texture bake, and it is rendered full bright so all you see is the texture work I've done, no max lighting is on. It's for the AMP 1 engine, which is technically about like Quake 3 if I am not mistaken, bsp, shademaps, vertex lighting on models and just a diffuse skin. There will be large #'s of these guys on screen, it's for an arcade like prison game where you are a prison guard shooting escaping convicts, so I've kept it fairly low in polygons, it's 1490 triangles. Let me know how it's looking and any constructive crits are more than welcome.
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A few things that might help feedback: a wireframe shot of the model, perspective shot, texture flats (especially to show UV layout)
The edge on the outside of the pants, right at crotch level seems to stick out a bit pointy, and the shirt seems tight just below the ribs.
I was also thinking of how you could do different races with just the heads by giving them long sleeves, gloves, and putting the neck section in with the head. You may also consider modeling up the collar in 3d. It wouldn't add many triangles, and really help the neck transition.