Hey andrea.priore, Welcome to Polycount. I really like this character. I can see you worked real hard on it. That's a hell of a lot better than what most people have for their first model, including me. I wouldn't say that's too many polys, that's pretty good work actually! There are a few areas that could use some…
I agree with jeffro, try removing the color and using your reference. When painting textures I have found that you can never have too much ref.[well, I guess that goes for anything] I am liking the style you have with your textures right now, but you should try not to use watercolor brushes in PS, just stick with the good…
Hey Craig! Glad to see you posting on here. The thing that jumps out at me most about these is your polygon density in areas that won't affect the silhouette of the object seems a little much and a general waste of polygons in other areas. Lets take the stoplight for instance. Outside ring of the light is very obviously…
Hallo all happy polycount users. Im starting this tread becouse i whant to make a AAA character :) And the best part is that i never made a character in my whole life! And now you think...Ok good luck naab, but it will take the times it need and i hope some one will be helping me on the way. And if there is some one who…
Hey, what application are you using? The first two things that jump out at me to crit are the uneven subdivision and a lot of wasted topology. By uneven subdivision I mean there are a few really huge and long polys on the dress and then the face, neck, hands have many more and much smaller polygons. More even distribution…
Hi Matthew, I've gone and done a paintover detailing how I think you should reorganize your geometry. From the looks of it you're just using a straight decimated mesh and it has resulted in some unnecessary and quite frankly, ugly, geometry. I would highly recommend fixing these issues before proceeding with your unwrap.…
You might be baking with different settings than what the 3D viewer is expecting. By that I mean there are a lot of different ways to bake and interpret normal maps and not every baker does it the same way and not every viewer is expecting the same results. One of the most common issues when baking in Maya is an inverted…
there is going to be like 50 different considerations that factor into the choice of how to do it. Team will just choose whatever is easiest for the project. You can setup multiple models for different cases where portions are deleted, or hide faces through a script, or just scale down underneath models like mentioned...…
Hi there and welcome to Polycount! Yeah it can be tough getting work for sure. There are a ton of applicants, especially for character artist since a lot of people seem to really gravitate towards that speciality. (I've been mostly an environment artist, which of course also has a lot of competition, fun!) I looked at your…
Hey a Mateba! I did one of these, EQ did one as well. It's looking pretty good as far as accuracy. PM me if you need more reference, i think i still got a lot of pics, but you said your not worried about 100 percent accuracy so i wont comment on the high poly. I think what others have said, giving any UV shells/islands…