As X-boy said, the forehead is too long/big, also, his forearms...even for dbz proportions are way WAY too short, they look to be about the size of his hand, when I'm pretty sure the typical forearm is a bit longer than our bicep area.
To a lesser extent the legs/thighs have the same...
Ya, I unwrapped and textured Sesshoumaru. Its 1 1024x1024 for everything but the fur, and 1 256x256 for the fur.
Anyways, heres the pics of the finished (barring no corrections) Sesshoumaru:
Anyways, heres some pics of the adjusted Sesshoumaru. Tweaked the sleeves, made them bigger and they're hanging down now, head was adjusted a bit, and added a row of edges by the elbow to fix how it should deform. The pics:
Crits and comments? Want...
Here he is, the finished Sesshoumaru. Only 3203 triangles. I need comments and critiques :) Anything at all you think would improve him, thanks in advance...and before I forget, the pics :) :
3/4 shot 1
3/4 shot 2
The 2nd guy, his feet seem too uniform, they're just a straight tube'ish shape. Maybe make them a bit more foot shaped. How come they're not flat on the ground and he's kinda floating there? Is there a reason for that? Could you show the reference you used for that model? His abs seem oddly...
Heres the Sesshoumaru I'm working on currently for Inumod. 2173 triangles currently, with just the head/hair to add.
3/4 shot 1
3/4 shot 2
Crits/comments are welcome, thanks in advance.
Okay did some work on him, took out a TON of triangles, and he's pretty much unchanged visually, and should still deform the same. Was 6182 triangles and he's down to 5322.
3/4 wire shot
wire shot 2
wire shot 3
Okay I have a hideously high triangle count...6182...I dunno where I should reduce it...my knowledge for deformations comes from high poly stuff. Could you point me towards some good reference of a nice layout for good deformations? Perhaps take a look at my wireframe shots, suggest some fixes...
Also got a question, in XSI, I have a triangle count of 6000'ish, and a poly count of 3200'ish, which do I use? And why does it change the poly count to the triangle count when I triangulate the whole thing? Very confusing...