OK, I don't fully understand dynamesh but I've had dynamesh sculpts up in the millions of polygons but I don't quite know how to make it do that at will.
And here is the head I think there's too much resolution in the back of the neck and I could try to fix it by using some diamond polygons on the top Uploaded with ImageShack.us
The visuals of these games were excellent in my opinion. Both built their visual style around the fact that they didn't have many polygons to work with, and made it a stylistic element.
hollaAtMe: The second color comes by offsetting the UVs for those polygons one step to the left : ) Simple as that its then masked out with a black/white mask in a lerp-node.
It looks nice and I like the breakdowns although they do reveal an excessive number of polygons in some of those assets. :) Was this meant to be game res or just "look cool"?
It doesn't look bad but I have the feeling you're spending a lot of polygons on something rather simple, and it could be pushed a lot further. Got some wireframes?
More progress, did a corset, those loads of uneeded polygons on the corset will be removed, I still have optimization to do. My topology isn't the prettiest around :/