Thanks for the kind words guys. And OHNOES! You're right! It does look like the poopinmymouth face - Nuuuuuuu! I can assure you it is purely coincidence D:
hobodactyl, I think it might look better with shading in the armpits and the bottom of his face. Also, you get shading within shadows when there is ambient light:
@renderhjs: looking sweet but i think the original one was way cuter and easier to read, somehow her new face looks stretched and kinda out of proportion
@Baddcog & Skibur Thanks! And sorry if I was a bit unclear about that. By "faces" I obviously meant polys, but I added the triangle count aswell to the original post ^^
Hi, I 'm new at this forum. Hope you like it :) 198 Faces 1k color [sketchfab]ca96ed226e704ac380cca9bf5388686d[/sketchfab] Old Toon Gun by elliottornay on Sketchfab
You should probably tweak your texture a bit - the back of the guy is very pixely. And considering GTA or a point and click like Full Throttle shows a lot of the back of a character, that's not great. (this character seems doesn't seem like it would fit in a FPS as an enemy) Your current rendering seems like an appropriate…
@ Mercury ~ I really like the style you painted the face in, it makes me want to see more characters in that art style. :thumbup: I'll assume he's not done by your "I'll finish him soon" line. That being said, either paint some noticeable asymmetry into his face, or unwrap the model again from scratch because the left and…
it's obvious that model doesn't have 790quads. Don't know if faces means really triangles on p3D, but surely it's not 790 quads. You can switch to wireframe and see for yourself.
most likely because your normals are not unified but instead random or different from the faces of the verts you want to merge. Check backface culling to be sure that the normals are unified.
Guedin I just have to say that is simply fantastic but please fix the face. But that texture man, it's amazing. I'd love to know how you do those folds.