22470 tris sounds like a lot for this moddel. If you post some wireframes we can maybe give you some hints on where to remove some. You might want to try a some better lighting so we can see more details.
@Torch: Yeah, the scene was presented in marmoset toolbag 2. I'm not really sure on how long the scene took to make as I was juggling a few more stuff at the same time.. I'm sorry :( I'll see if I can put together some wireframes of the scene.
His back isn't hunched enough. Create a bend in the top of the back and move the head forward and down. Also, please so a straight on side view as well as wireframes so it'll be a bit more obvious what can be moved around to improve the head's shape.
Dont know blender very well but Ill do my best. Everything looks good so far. Hard to tell without much info, can you post some wireframes and polycount? Are you going for a high poly alone or a game ready model?
It does have baked normals. That's where the highlights on the band are coming from. There's no geometry defining the bands. Perhaps I should post a wireframe overlay? Edit: I totally missed your meaning. You mean to say that the wood grain should be added to the baked normals?
Good work, Helder! You guys at Crytek is pushing the bar pretty far with that engine :0 The Time Square pieces look pretty damn amazing, in particular. Out of curiosity, why don't companies allow you to show textures and wireframes? Why is it kept a secret?
So you have a normal map on that? It doesn't seem like there is one. If you are using one, make your highpoly alot more intesting or at least he corners rounder so it transfers to the low poly. Could you show your textures and also wireframe?
Haha! Yeah =p Here's some more progress on it! Baked and applied normal maps on the lowpoly... and here's the wireframe over it There are some issues with the normal map on the buttons that I need to try and fix :/ I wonder if I should just make them higher poly...?
That would actually be extremely awesome. Would let people take a real good look at the model. if someone could whip up a default "polycount model viewer" of sorts, that let you switch between wireframe mode, diffuse only, normal only, spec etc.
its really hard to comment on anything there because its poorly presented, and post-processed to hell and back. What am i looking at, the character? If so just post some clean screenshots of him in the bindpose or whatever in your 3d app, with wireframe and texture flats.