I think I’ve almost never modelled something organic seriously, I wouldn’t consider things like a bottle that are curved but these days some part of Spanish twiter got crazy with the most obscure mascots.
Since there’s a good amount of them, I thought this could serve for a Mario kart inspired game, idk how this could work legally, these characters are copyrighted, but is not nintendo.
Anyway, for now I’m simply modeling the characters to practice, because I like them and for growing my portfolio.
I see a few triangles and 5-sided faces. Be careful about those, they can cause problems with subdivision on curved surfaces (pinching, poor performance). An organic model should be made entirely from quads if you can.
The shape of the hand could use some work. The thumb should be placed lower on the hand. If you look at your own hand in a relaxed position, you will notice the thumb is not placed like the other fingers. It starts at the base of the hand, with its first segment almost combined into the palm, and it’s rotated sideways compared with the other fingers.
Don’t be scared to use enough polygons to represent the shape accurately! If you intend to animate the character, it will need more edge loops at the joints so they can bend properly.
Thanks, I’m going to seriously use this on little personal game project, so it’s about the poly count I think I’ll use, I’m probably targeting mobile platform as well.
For the rest I agree, I knew the hand was bad, but I wanted to post, this is my first portfolio post here even if I used this site for years! Ngons are quite a dilema because they help redirecting the flow and can help reduce polygons but the deformation is the biggest problem, in the game engine evrything might get converted to tris.
I also feel like the head could be made smaller for more cuteness, I should have probably added some references, models are so different, the hand and feet differ quite a bit here, but I did my model without reference and got quite happy with it despite some imperfections!