This is something I've been working for the past week and I figured it was time for someone to tell me what's wrong with it, but before you laugh too hard realise that this is the first low-poly human model I've taken this far into completion
And the head is the first low-poly one I've ever finished.
I am planning on getting rid of a lot of the lines going down the centre of the head.
Have at it; I can take the criticism.
Replies
* It seems very tubular at the minute. Particularly the arms and hands. They need much more definition to give you a better silhouette.
* The head. Poly distribution could definitely be evened out. Keep the central line down the head. Its good for symmetry and UVW mapping. Don't be afraid of using tri's where minimal deformation will be taking place (unless you are using this mesh as a base mesh for sculpting then tri's are a no-no).
* Make his eye balls separate to the main mesh (low poly spheres).
* Fingers are a little short and so are the legs.
Hope this helps mate.
Any more suggestions before I move on to the highpoly would be greatly helpful.
did a little paintover. Normally I would try and define the silhouette of the arm also, yours is a bit like a biro, but its a good start.
Let me know what you think.