@DEElekgolo could you explain how you did that awesome hair/fabric effect? Is it a flipbook texture, scrolling UVs? both? Are the edge polygon UVs arranged in a strip?
Chus, you'll want to change the teeth to actual geometry instead of alphamapa. It'll be better for performance, potentially save texture space, and the edges will look nicely clean and sharp.
Agreed with Kitteh. The mesh is looking way to boxy. The arms and legs also could be made better if you were to rotate them and reattach them like this <> instead of like this []. Same number of sides but the diamond shape gives you the ability to tweak a single edge to define the form as opposed to needing to tweak 2 to…
I kept the edge in the middle for mirroring when it comes to uvw/texturing. The one on the side is because there is quite an angle change on the actual car and it didnt look right without :p
I don't know what effect these suggestions would take, but these are the areas I would consider for reduction. Depends how hard you want your texture to work. - Tiny edges. If they aren't very big they can probably go. ex: the engine chamfers, the loop on the wheel pole things, tailpipes. Also that connecting piece from…
I finished texturing my soldier now, along with the tree and a rock. I will rig him, build a small scene, and animate him driving the tank to a stop near the edge of a cliff.
This is going in my inspiration folder. Here's a low poly ear I made, my first attempt. I learned alot about anatomy, edge flow, and most of all texturing: