well, i was going to post this in the what are you working on thread but it said i couldn't post there for some reason. anyway, here is a naga based off the ones in warcraft 3. this is my first organic model that has gone anywhere good :P
what kind of troubles? the upperbody here is pretty much humanlike, so i suggest looking at some other low poly torso meshes. download and check this one:
i don't know if you plan on animating this, but if this were for game purposes your animators would thank you to make the body straight. it would also make your unwrap slightly easier and cleaner. also for game purposes we tend to prefer an A pose to the T pose, since we have fewer bones and geo and need our normals maps to drive the detail in the shoulders some, modelling in a more natural pose makes the model look better 90% of the time.
Also, im going to assume based on the forms that this is for a male naga, their proportions are significantly different from what you have here, find some ref images, doodle the silhouette, and use it to compare your forms more.
If you're looking to make a "game-character" you should take the boxes along his back (his spines/fin thing) and just make them a plane with an alpha. You'll knock your poly count down quite a bit.
I think the fingers need some more loops to get them to bend correctly instead of just one loop for each segment. If animated, the geometry would collapse and look all wrong.
It's a good start, but if you're going for the Warcraft look, then you're missing some things. The shoulders and chest should be bigger and the forearms should be bigger. Right now it's looking kind of skinny. You need to model those muscles. You might also be using more polys than necessary for that bend in the lower body where it meets the floor. Depends on what you're going for.
If you're going to use a texture with transparency for the fins, then you should just make it a single plane. If you're going to actually model them out, you're going to need more polygons to make the curves. The fins aren't straight all across the back.
Google something like "WOW naga" and you should get some good images for reference.
Replies
http://www.turbosquid.com/FullPreview/Index.cfm/ID/351964
it's a basic male template, but should give you a good idea how to model.
oh and spikes for the fins
Also, im going to assume based on the forms that this is for a male naga, their proportions are significantly different from what you have here, find some ref images, doodle the silhouette, and use it to compare your forms more.
how do the proportions look to you guys?
I'm not that experienced with making animation-friendly mesh, so if anybody disagrees feel free to slap me
If you're going to use a texture with transparency for the fins, then you should just make it a single plane. If you're going to actually model them out, you're going to need more polygons to make the curves. The fins aren't straight all across the back.
Google something like "WOW naga" and you should get some good images for reference.
Like this.
Here's sum reference. You're welcome
Edit, found some ref too