Originally the fox was in the 800 range, I added a lot of extra vertices to give him defined colors because we were not using any textures in our iPhone engine (otherwise we had color bleeding). I apologize if the image was not suitable for this thread.
For the smoothing I had smoothing groups on but yes it's a bit much. Thanks, I didn't think to make the horns and claws pointer and more defined ^__^. He was a character for my final game project, there is a story behind him that's why is he crying. Thanks again ^__^
lots of cool work in here! vladino - looking good! johnnysix - cool stuff. it might be nice to paint in some more lighting information to help define the shapes/planes. hope you dont mind i did a quick paintover http://dl.dropbox.com/u/1427110/j6paintover.jpg
omg it is so weird to read about 3d stuff in dutch! it's like... half english and half dutch and with people actually using words like "zalig" (something like "delightfull" or something, originally only used by christians to define their state of mind ;) (own definition)) and stuff heheh.
@KrisCrash - Thank you so much! im sure this will help alot, i never even considered using vert colours, i guess im just not old school enough :P will definately give this a shot. Your model looks great btw, looking foward to finished textures:)!
Since your are not having any stomach definition, you could easily loose some of the torso's 'coloumns', also the sleeves have quite a few un-necessary edge loops, as in they don't seem to be defining features or aiding skinning/ animation purposes. See some of the topology material in the polycount wiki.
Yeah, I remember - couldnt remember your username tho With regards to highlights i agree that it doesnt want to all be brighter but it does definately need some to help make the different sections stand out from one another. Thanks for crits everyone, will post new and updated work soon.
Really nice work everyone. About the lowpolyness and highpoly... well I find extremelly useful lowpoly. why? If I try to sculpt A complicated character I need to define with zillions of polygons. Even for a nose and a mouth well defined you need gazillion polygons. With lowpoly you get the exact minimal flow needed and…
DemonPrincess: wow thank you for your feedback and your effort to show me those shapes and for taking time out to do this. How do you get your edges so defined? mine come out muddy/dusty which really annoys me any advise would be great, thanks again.
Hey Bombshell, looks cool and really like the design :) I'm not a painting pro by any standards, but I would say the issue with the texture is there's no one area to rest the eye, it all kinda blends together too much. I guess if you had some more defined areas it would make the texture pop a bit more.