My two cents: The tri count is more important than face count. What count are you aiming for? Completely my personal opinion, I would try taking out some of the edges in the torso, as its really dence compared to the rest of the body. And add some where the polys are long. especailly if your going to use a sculpting…
She looks too heavy for the concept art to me. The concept character is waiflike and your girl looks no stranger to a good solid meal. Partly the trousers aren't helping as they are clearly meant to have volume but right now just look like beefy tubes. Once you sculpted into them in ZB or Mudbox, I would consider adding…
Looks pretty good so far. Your edge loops could probably be more even. If you can relax her arms, it'll look nicer for sculpt Make sure to give her a belly button at some point. :)
Nice progress, good proportions:thumbup: Some crits; The looping around the tits and a bit on the arse doesn't look quite right http://www.imrankhalique.net/uploads/zilia_wire1.jpg *if you could reduce her nose length a bit and make it curve inwards just before the tip she would look hot.
This is my first time making a low poly game model. I need some suggestions. My biggest concern would be the joints area where she'll bend and if i have enough edge loops for deformation. Should I make this model all one piece, or should I break her up? Right now her shirt and torso are one piece. Her chest and neck area,…
whenever a game artist says "polycount" a normal person might think he means polygon count, but this isn't the case. He actually means TRI count. No one has ever asked me how many faces my models have, only how many TRIs. I can see that you've tried to keep the geometry in quads, which isn't a bad idea. You can, however,…
From my experince rigging, and skinning (which I'm quite noobish at) a T pose has either caused 1 of 2 problems (for me): 1. to shoulders when the arms are at the sides look really broad, and almost seem to stick out too much, and bunch up... if that makes sense? 2. when the arms are down theres obvious intersecting polys…
Yay! I think I'm gettin there. Reduced her by a lot. She's at 3248 faces/ 6194 tris. I stuck to 3 and 4 sided polygons. I guess tris it is then. :D Neavah: I can understand the 45 degree angle, but what about her arms going up instead of down? I read somewhere about the importance of limbs sticking straight out for…