Hi there. I'm currently working on this model of a professional wrestler for my current assignment (A few of you left feedback for me on the zombie face which was a previous assignment - thanks for that by the way). I would be grateful if I could get some feedback on this model as I work on it; it's a fairly plain headless base mesh at the moment.
Here's some images, Subdiv'd + Wires:
As you can tell, the arms leave a lot to be desired; they'll be worked on at some point. It's currently nearing 2k tris - which probably isn't great.
I would appreciate any c&c you guys have, as it'll help me loads. Thanks
Replies
Tortilla - good start... get the arms sorted- feel your elbow and add it! Then add a head. If base mesh for sculpt = make squared off topolgy - dont worry too much about it all now, get in to the scuplting app as is easy to get the right shapes and pose.
If it is a lo-poly in game mesh... looks pretty nice so far man and you can push more muscles as the topo is going well so far...... if it is in game mesh... do you need to add topology at the elbow joints to allow for better deformation?
I would get the head blocked in ASAP, even if it is simple place holder... it will help gauging everything else easier.
Am thinking a fighting game usually has larger sprites, zoomed in camera.... so higher tri count? Anyone shed any light for tortilla and I on sensible tri counts and texture sizes for a fighting game?
@cadyw - thanks, that's a nice compliment for me
The elbows in the arms a lookin a lot better now you can really see some more definitition. His feet are lookin a little funky now that you added in the toes, I think the toes need to be a bit larger. They are slightly out of scale compared to the rest of his foot.
The base mesh for the head looks pretty good, I got no comments for that. Otherwise some good progress here from your first model, keep it up