First good looking low poly character mesh. topology needs critics

hi there I’ve recently made a low poly character that finally looks good to me. and im wondering if it looks good to you guy’s:RocknRoll: please focus on my topology though I want to know what can I improve on that.

also I like emoticons!:evilgrin::evilgrin::evilgrin::mad::RocknRoll::RocknRoll::mad::evilgrin::evilgrin: :stuck_out_tongue:

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You need three edge loops around your knee, elbow, shoulder, ankle and neck joints. One at the joint, between two others close by.

That hip joint is going to be a real problem: legs come out of the side of the hips, not the bottom. Arrange your torso so it ends in a sort of broad V shape, then bring the legs out of each side of the V.

Check your proportions against this

[ATTACH=CONFIG]276327[/ATTACH]

Particularly the lower leg. It looks like your mesh bows inward and it should bow outward.

The knee is actually a triangle so that it could be easy for the animator to deform the model and save some poly’s at the same time

I followed this great tutorial on how to model a character by blender cookie on vimeo http://vimeo.com/1048354