I think my male basemesh is done :smokin: The Polygon count is round about 9300 Tris (including the eyes) Next will be a little sculpting work to define a few muscles makinf skin folds etc to make it look more natural and realistic.
That's what I've heard too so I'm trying to look for more "international" companies! Like I've mentionned above polygon pictures and Digital frontier seem to be more on the the relaxed side of things but I just want to get as many options as possible.
However sometimes a doublesided flag is much easier to work with - the inside of a skirt for example. Making actual polygons and then skinning them so that they don't intersect is a pain. Since it's inside you don't really need to worry about it not being lit completely correctly.
cool! i love the cars the roads could spare some extra polygons if they're available - the only thing that detracted from the sleek smooth visual was the lines on the road tessellating in the hard turns. the western themed track is rad! cool look to it though
So...you added elbows? The typology is what needs most of the love at this point. Here is an example of how the typology should look like. Its by Gary Newman Its relatively low poly, but it shows were the polygons need to be and were they dont need to be.
number 2 is probably like you say the normals being flipped over on all the polys so find the command to flip the normals. Sorry Im not a maya user but it could be something like "on the Polygons menu select Normals->Reverse" welcome to polycount :)
Looking at the polygons it seems like you used so many, yet the textured model still looks rather flat...? Maybe you could either move the polys around to get more depth or reduce the polycount if they're not doing much for the model.
No such thing. I play PS2 games with characters that have 10,000 polygons because there are only 2 on screen, and I play PS2 games with characters that have much, much less. It depends on lots of things. Memory Scene complexity Objects in view etc...
There are a lot of poly flow/build issues in the model. Then again, it's hard to tell what this is for. Is it meant to be a game asset? If so, there's a LOT of optimizations that could/should be done. If it's a CG model piece, you could have used a heck of a lot more polygonal detail.
Looks awesome man! Your materials is really pretty good, where did you learn it? I asked because I still struggling with materials on my models and some courses I found it are just meh... The eyelashes and eyebrows are polygons or planes? Just curiosity.