Take the "S" out of your URL at the start, http not https.
Alos, post a bigger picture thats not driectly from milkshape (It looks like that anyway), with wires on one too, because atm you can't see anything other than a grey blob.
Ok now the pics are showing up, I'll offer a few quic points up before dinner... Nom nom, take away...
Is this an ingame asset, or a static portfolio piece? You don't offer much in the way of info for it, so we can't really say if its too high or too low detailed or what have you. I'm gonna go with it being a low poly ingame asset.
Your poly distribution is a bit off... You have really dense, hollow tubes for the turrets all over, when they could be simple tubes, none hollow, with a texture. But then you under detail main areas of the mesh, such as the main body. You use a hell of a lot of polygons to detail smaller things all over, the side of the head for example. Also, you cut out a lot of polygons that just will never be seen, like on the connections to the legs? See where you chamfered in there? A basic rule of thumb for ingame, low poly modelling is that you should only ever model things that will change the silhouet. If it doesn't change the silhouet of the model, then chances are you can get away with lowering detail there or removing it all together and just painting it on the texture. If you use normal mapping then the detail shows up even better.
There was a rather good AT-ST model recently posted on these forums, and he remade it mostly after getting some good feedback from people, I'll try and find you the link, give the thread a read.
It's not really meant for anything mate, Just been modelling it in my spare time, "You have really dense, hollow tubes for the turrets all over, when they could be simple tubes, none hollow, with a texture" what do you mean by this mate?
I mena you have tubes for the barrels of the weapons that are what, 32 sides or something, that are then hollow as well? Your looking at a lot of polygons there, when you could simply do a 16 sided tube thats solid and just texture the end correctly and nobody would tell any different.
Replies
Alos, post a bigger picture thats not driectly from milkshape (It looks like that anyway), with wires on one too, because atm you can't see anything other than a grey blob.
Is this an ingame asset, or a static portfolio piece? You don't offer much in the way of info for it, so we can't really say if its too high or too low detailed or what have you. I'm gonna go with it being a low poly ingame asset.
Your poly distribution is a bit off... You have really dense, hollow tubes for the turrets all over, when they could be simple tubes, none hollow, with a texture. But then you under detail main areas of the mesh, such as the main body. You use a hell of a lot of polygons to detail smaller things all over, the side of the head for example. Also, you cut out a lot of polygons that just will never be seen, like on the connections to the legs? See where you chamfered in there? A basic rule of thumb for ingame, low poly modelling is that you should only ever model things that will change the silhouet. If it doesn't change the silhouet of the model, then chances are you can get away with lowering detail there or removing it all together and just painting it on the texture. If you use normal mapping then the detail shows up even better.
There was a rather good AT-ST model recently posted on these forums, and he remade it mostly after getting some good feedback from people, I'll try and find you the link, give the thread a read.
EDIT: Here we go: http://www.polycount.com/forum/showthread.php?t=69870&highlight=at-st&page=3