Teeth are too small. You have 2x as many teeth in the mouth as the concept. Needs more polygon loops in certain areas like the ankle cuff in the pants to get a nice thin crease. I suggest going into sculpt mode and adding wrinkles to the pants.
Don't have Maya in front of me right now so I couldn't tell you exactly how, but you probably need to normalize the curve first, to space the curve points more evenly, before you create the polygons. Should be a menu option for that..
Looks like you have it set to NURBS or Subdiv instead of Polygons, or perhaps your U type and V type in the options menus just above those indicated fields aren't set to the correct option (they should be set to the last option in the dropdown for both)
Second iteration. There is still a lot to improve on; - More details in ears - Eyebrows are weird - maybe I change them to 'polygon' when I get to doing hair. - More asymmetry - Smaller eyes - More details in sculpt and texture and generally more work with texture.
Thank you. On a similar subject, I tend to use displacement maps a fair bit. Am I right in thinking that in a game engine they would be creating more polygons? If so, how can I factor in the poly amount they create to my final count?
Today's progress. What I've noticed is that retopo becomes easier the more you do it. I'm trying to keep it as clean as possible also watching for polygon density, hoping for it to be equal all throughout. Here is today's work. CCs are welcome and encouraged as always :tired_face:
I think you might want to add some more edgeloops on your cape, so that the polygon density is more similar to the body. If this cape would be animated it would look weird. For a more fluent animation more polys in the cape would be desirable :P
Thank you very much for the kind words, @polygons! It means a lot to hear that. Been too long but here are more progress shots! Finishing up some issue spots with the texturing, but for the most part, onto rigging and then posing! C&C is always welcome!
polygons are smoothened, same happens when I export a simple sphere or teapot from 3ds max, reflections for some reasons goes square and as bigger surface as bigger goes ref squeres, only looks good on flat surface or when opacity is not 100.
Although the polygons are cleanly distributed for a static piece, I don't think you have enough loops in deforming areas, especially the front of the knees, the back of the elbows, and the buttocks. If you pose this mesh, it would look a lot more lowpoly than it should at this density.