I am taking a Video Game Design class at my high school (senior year) and have done some animation work in tf2 last year but never got in to modeling. Our current project in class is to make a dolphin, texture it, make a seabed, a wavy water area, and animate it to swim. While the other students in the class are following…
I did a rough paintover. Basically, the edge flow around the mouth was quite off. You want your edges to flow as smoothly as possible. You also don't want n-gons, like I said before. terminate the edges into other edges, which should be quite easy to do in most areas of your model. You also need to rely less on turbosmooth…
Your model seems to be relying on extreme smoothing. Don't do that. Video games don't use turbosmooth. Tweak the vertices so it doesn't look so flat. Also, you don't want to have polygons with more than 4 sides.
What sort of guidelines are there to keeping polygons as quads? I tried to stay with four sides through the main body, but as I go to the blow hole, eye, and tail, I found it difficult to keep quads and had to resort to triangles and even a few pentagons.
Where is the model? You talk about a model you made, but your demo reel is all animations. If you want crits on the model, you got to post pics of it. :)
There are ways you can re-arrange your edges to make quads if you have tris, or ngons. It just takes a little thinking, almost like a puzzle. Just try to keep your lines flowing smoothly with an even distance between them. And like previously mentioned you want the shape to be pretty close to what you want before you…
Get some porpoise/dolphin references. You'll see that the head region is far far more rounded and hydrodynamic, and transitions into the dorsal differently. Try to understand cross sections of what you're making and it'll be easier for you.