I think you should fix the proportions first ( that nose is too low and too long) , get rid of those holes and add few more polygons on the back of the mandible to make them all square.
The way I did it in for Catalunya was floating polygonal geometry that had a generic tiled texture on it. If I used alpha cards the texture would've had to been huge to get the same level of crispness as the textures around it.
Hey lookin great. My only comment for now is on the hat. it looks too perfect, like a polygon primitive cylinder. Could use some slight inperfection or a little curvature in the overall form of it. Nice work.
It might be a problem with your UVs, I'm thinking it mught be because they go all the way to the edge of the UV space, and somehow... barely overlap... and thus the information from the other side of the UVs ends up on the polygon
Yeah, nice try. Also make sure that the edges to the wood look slightly damaged (like on my model shot) so that it looks more lifelike. ATM it looks like polygons, hard edged ones.
yeah, he's just oozing character Squirell. What's he for? Im noticing that he for all intents and purposes seems like a high res model but then some stuff seems to have fairly polygonal edges?
2009 is a big piece of garbage...it handles polygons better..but other than that its broken...broken in places where it was fine in 8 ..untill devs stop buying the shit...they are still gonna pump out shit
It is possible that the model is not exactly symmetrical or the center point is offseted to one side. That's why, if the brush radius is too small, it doesn't touch the polygons on the other side. Try to run a smart resym and see what happens.
K, well I romoved the crotch shot so everyone should be happy now. So aside from the proportions do you think the geometry, where triangles are placed, and how the polygons flow are ok?
Whoa! Nevermind that 8,000 polygon count I posted earlier. Turns out there was a bunch of hidden bones from another model I imported for size reference. With all of that gone, I'm down to 6,159. Whew!