the geo on the legs is excellent! do the same for your arms, straighten those horizontal loops, make them less like slanted rings. not sure why those two loops are so close to one another on the knees...
AaronF3D, nice work so far, keep it up. i wanted to make sure you were familiar with some tools and ideas that will help with your model. you understand the goal of an edge loop is to follow the flow of the muscles and forms of the body, so that when it is animated, it deforms properly. a good way to check an edgeloop is…
I second the relax. Also, the most tricky part when doing any type of deformation is in the shoulder area. You really want to have loops running around that area right all the way up as far as you can. So instead of merging the loops at the shoulder, have the flow up and over the shoulder to the back. This way, you can get…
also, just because your limit is 9k, that doesn't mean that 4k out of that 9k is just edge loops on a neck or a thigh. you know what i mean? I'm not saying you have a ton of edge loops on the neck, but the polys should be distributed evenly throughout the model, as previously mentioned. I think it'll be easier on you if…
Sorry Bounch and OP. I was busy as hell. Anyways, yeah. Just do like Bounch said as well as giving your polys space and a nice flow. The back could maybe loose a few edge loops and give more detail to the shoulder/deltoit (Not sure if I spelled that correctly) Just generally give it a nicer edge flow and poly distripution.
the side profile of the face looks great! I'm assuming you just had an image on a plane and went to town with polys to match it up, which is the correct way of doing toons for the most part. Now comes planning for deformation and edge loops and flow. I'd say the silhouette of the model is looking good. Just fix the…
you said sculpting yeah? Have you considered sticking to a super simple quaded, even base mesh and just playing around with the forms in mud/zb? (i know, polymodelling is still cool... just sayin :P) In any case, you seem to be sticking edgeloops in when you need them in specific areas which then go all through your model…
a good start but could be greatly improved neck/jawline/traps seem too weak figuratively speaking. you might wanna stay away from that posing of the arms for skinning reasons. the topology on the top pf the chest/breasts needs to conform to the shape of the breasts, right now its too straight. good work on t he collar…
well, moving a vert that's constrained to edges means that you can straighten and work to better evenly distribute your edges around your forms without drastically changing the shape of the forms. the blue line is how you want your edges to be, make them smooth curves and lines. this makes unwrapping it cleaner/easier and…