overall i really like the look of this guy... could easily be the next bad guy race in the new game. apart from the above comments all i would change is.. giving more of a defined evil looking face.. wrinkles scars etc. and i'm not a huge fan of the way you have the face paint on him right now... think he should definitely…
tbh, depending on what you're going for and what you're using it for, that poly density seems fine. Characters such as Lightning from FF13 have a massive difference of poly density when comparing the face to the body simple because of the close-up cutscenes. If you intend to make some animations and/or close ups of the…
Face, verts, edges and entire freaking objects. I can deal with the rest but the fact that Maya prioritises selecting unrelated objects over vertex faces on the object you currently have selection drives me to distraction. On that note, vertex lighting has a lot of issues which need to be ironed out. Vertex faces setup is…
Damn that's nice, but the texturing seems a little paint by numbers. I'd like to see more color variation on elements. For instance, the blue feathers would look better having darker bases and go lighter towards the tips. The ropes suffer the same fate, the ropes as they lead under the skull on his shoulder should skew…
Using references is the best way to go. You didn't make big progress with the previous faces, because you were just guessing what goes where. For all of them you should have put in the eyeballs few stages back. It's going to be harder for you to sculpt a face with just empty eye sockets. To me, when I started with 3d eyes…
Got yourself a solid model there, both high poly and low. However, There are easily a few areas you could reduce the polycount on your low. One area you could easily cut back on is the fact that you modeled in the grooves onto the screw heads on the rear of the gun & sights. This is a good instance where a normal map is…