Croc (Need Help/Advice)

A model i have worked on for a few hours!
I’m happy with the general model but i do think a lot of work is needed on the hands/feet. I’m finding this quite hard to get right and was wondering if anyone could help me get it right?
Also how should i go about adding the yellow part of the model shown on the front reference image?



(Reference Image Used)

Check out David Ward’s stylized tutorials. There’s a good dragon one on CG Cookie, which was the first blender video I watched (aside from the UI ones). Also, the yellow belly the reference has would just be a UV texture, which you could also learn on CG Cookie.

I would like to start over in terms of the arms and legs but i can’t do this without destroying the whole mesh as the legs and arms are attached to the body. If i delete them separately it leaves a big gaping hole in the side of my mesh which i can’t fill back in properly. What should i do??

Well I create arms from holes already made in the mesh. Then do the hands separate and attach them to the arms. When you have your arms created, select the last loop of the arms where the opening is still and hit Shift-D to duplicate it, then press P and separate by selection so you can work on it by itself. You can do the same for the legs and feet. Also I was thinking … how’d you do your eyes?I would use UV Spheres and just decrease the amount of loops to your liking. It’ll get rid of the blocky look you have on your eye materials, at least that’s what I notice on your pupils.

One last think I would suggest if you’re not doing this. Try modeling with subsurf off, or at least with the apply subsurf editing cage toggled off. It’ll show you how your model truly looks and allow for a cleaner mesh.

Sorry forgot to mention, when you finish the hands/feet you can select them, then select your main mesh (in object mode of course) and press Ctrl-J to rejoin them.

I also want to ask, after looking over your model again, are you using the mirror modifier? Your feet don’t look the same at all, but it may be the angle.