Hola, polycount. I've had nothing to do these last few days so I managed to spit this guy out pretty fast:
Doesn't deform too good at the elbows and the body could use a bit more UV space but I'm happy with it considering I don't do a whole lot of characters and I've certainly never finished one. Still going to do another survivor and a zombie so hopefully those'll be a bit better. Also going to do the safehouse.
My idea is a 1920s prison which has been overrun by zombies who have been created due to the use of extreme electroshock therapy on the prisoners. The warden and a guard (above) have locked themselves into the warden's office (the safehouse). The zombies will be prisoners with tattered, bloody uniforms and scorched heads; they'll have broken in through a window and the final presentation will be a pitched battle.
Replies
Nice work
You could save UV space by only mapping half the head. You could also move the belt down so that it sits on en edge, then mirror the lower half of the jacket. I'm not going to map the underside of the hands and instead just map all those polygons to some small part of the back of the hand.
If you want more polygons for the elbows you can take some out of the feet and the top of the hat.
As for the elbows I took another look and I think it's just the angle that the upper arm was at in that pose. When they're both straight the elbow deforms fine, it just shrinks the whole area a bit.
Thanks, and no, his head cuts off, there's nothing under the hat so I may be pushing the definition of accessory a bit. However the hat is going to be the main difference in geometry between him and the warden so I think it'll be ok, also lets me reuse the UV for the body and keeps the face and head at similar resolutions.
e/ also, crap. Just realized I somehow misread the tri limit as 850 when it's 800. Says in another thread it's a soft limit though so no biggie
Haven't done the crown molding yet, not sure if the wall's working for me