Forgot to post this last week! It refused to load! Gnar is pretty much finished! Im a little conflicted about how the legs and tail have a lower amount of polygons but hopefully it wil look allright!
+1 3D Coat for low poly. Direct pixel painting allows you to paint directly onto a LOW polygon mesh without the need for many levels of subdivision. And most importantly photoshop projection!
Previous model artist is unable to work. Looking for a new model guy now... again! Please send samples of your work. low polygon is the aim here... less than 10k poly count
Poops is more or less right Because you are dealing with polygons, and not deforming muscle mass, you basically have 2 options - pipecleaner mass loss, or intersection. Intersection works best in most cases.
have you tried putting a turn to poly modifier into your stack with the 'polygon limit' set to 3 that should enforce the triangulation while allowing a clean qua based work flow. worth a shot
You could probably do something simple fairly fast by using ZBrush to sculpt on a base mesh to get large shapes quickly, then use Decimation Master to optimise it down to an in-game polygon count.
Delete history, Freeze Transformations, and Polygons->Cleanup (check the help file for tool description). Also, Normals->Set to Face. And go to yoru attribute editor for the object, Render Settings, and uncheck "Double Sided."
You do know that you can just use triangles wherever you want when making a lowpoly model, right? 'Cause I'm not seeing any, and the distribution of polygons is really odd in places.
Oh interresting! With all this polygons, you add a normal map? because I'm not really sure to see it. So this one will be a low poly character (next gen) in 2 years maybe less now!
You have some very long rectangular polygons especially around the mouth, which is going to be a pain if you want to sculpt fine detail. What you should be looking for is as even quads as possible..