It's hard to tell from the size of the referance but the head in the ref looks a little longer and I would increase the size of the hands. Also you seem to have some strange use of polys on the chest and you can remove some a few from the head. You could also drag some verts around on the pevlis area and round it out a bit more.
The chest polys are an attempt to give the silhouette a vague similarity to that central 'divot' on the hi-poly version's chest. I'll enlarge the hands and mess with the pelvis some, tho.
Okay, stretched the head slightly, and made the hands bigger. I also started vague line work on the mesh, to place where the various panels and edges are. Still got lotsa work to do... >.<
I´d say lose a few lines in the head.
They´re not really adding to the silhouette and spend them rounding out the boots and the torso.
Everyone can see that it´s a boot, but if you move around a few verts and use more triangles it can be a lot more interesting to look at.
Here´s what I usually do:
The way I did it here has about 25% more triangles than your boot...I think...don´t quote me on that.
Not saying you need to do it my way, just a hint.
Keep going!
My only problem with that is the rigging at such a low level - I have the knees set up the way I did so that when the leg bends,there's little to no collapsing at this low-level. Same thing with the arms.
Also, the head is the way it is because an earlier iteration had fewer polys on the face - and it looked like utter crap. I slowly added polys until the head didn't look like crap anymore.
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The weapon is still unmade. Prolly gonna wait on it until I finish the figure as a whole.
Okay, stretched the head slightly, and made the hands bigger. I also started vague line work on the mesh, to place where the various panels and edges are. Still got lotsa work to do... >.<
I´d say lose a few lines in the head.
They´re not really adding to the silhouette and spend them rounding out the boots and the torso.
Everyone can see that it´s a boot, but if you move around a few verts and use more triangles it can be a lot more interesting to look at.
Here´s what I usually do:
The way I did it here has about 25% more triangles than your boot...I think...don´t quote me on that.
Not saying you need to do it my way, just a hint.
Keep going!
Also, the head is the way it is because an earlier iteration had fewer polys on the face - and it looked like utter crap. I slowly added polys until the head didn't look like crap anymore.