Yeah, you could have at least given a finished pimp... Anyways... It's look very muddy, but it doesn't look very far along just yet. Define it up a bit.
Thanks for the paintover and advice cholden, I will definately sort out the smaller parts and your paintover is just what I needed to give me that push in detail thank you! :)
Sage like how you render 640x480 at 720dpi??? 640x480 defines that the image is 640 pixels wide and 480 high, the dpi will change according to the paper size its printed on...
What catches me first the the way he catches the pizza.. This doesn't look like one smooth motion. Next would be the holstering could be more defined and a bit less snappy.
You need to define the materials a bit better especially the metal. Even if you want your weapon to be cleanish I still recommend to add some wear to it in places that make sens.
The nose could use more work in regards to defining the planes of the nose. Those lips lack the subtle center indentation. This is all contributing to a strong sense of uncanny valley. Goodjob with the hair.
As far as I can tell you've maintained your edges when subdividing by adding supporting geo / edge loops. You'd probably be better defining your polygroups and using Crease.
Thanks guys - it was really fun. The game is really picking up now it seems. We have 500k downloads yesterday alone - if it continues, there is definately gonna be a bunch of updates and an android version.
the stone wall could use quite a few more heavy brush strokes to define it more. Also the tree house is looking really bland in your model. a good start though.