How would you model this guy?

I wonder if some of the modelling veterans could take a look at this video. I’m trying to model this character. The one to the left.
http://anime-model-sheets.com/show.php?w=2943http://anime-model-sheets.com/photos/ff/055.JPG
But since I can only model him from one angle I need some modeling tips from you. I uploaded this video on how I modeled him. Please have a look and tell me if you would do it in the same way. It’s 13 min long, but don’t worry added some nice music in the background.
http://www.screencast.com/t/yOYJiElxH
And it’s supposed to be low poly…
http://anime-model-sheets.com/show.php?w=2943

The first thing that hit me was that you scaled the first polygon while in Object mode. So what you will have is a large character that has been scaled. Make sure and apply scale after that in Object Mode. Just something to be aware of. This way the size you make it in Edit mode will be the size it is. (or simply size after you enter edit mode)

The second thing I see is that if you are going to be modeling for rigging you’ll want to model in a T pose not follow the pose in the picture.

The next immediate thing that hit me was, what technique will you be using for it. Subsurf? That requires some attention to other things regarding polyflow.

Then when you mirrored it. You did not have the points in the center before you mirrored. They can be centered by putting the cursor on the center grid line and then selecting the points and hit S,X,0 and they will line up to the 0 point of orientation and position of the cursor along the x. Mirror then do a Reduce Doubles. That will save you the time of merging them one by one.

Your general technique of modeling from one view to start is a good one. It is one way to do it and I think it is valid.

One thing that can add to this perhaps making it easier to model once you get it extruded is to use Proportional editing. That will make rounding it off and all of the other things easier.

Once you define if you are going to be using subsurf, then it would be a good idea to study polyfow or do some tutorials on characters to get ideas for that. This will help you take it to the next level and add more detail as well as control the shapes.

Thanks a lot for your reply. I was starting to feel dumb for posting this :o

The second thing I see is that if you are going to be modeling for rigging you’ll want to model in a T pose not follow the pose in the picture.
Yeah I’l have to edit that later. Just to make it possible to animate him.

One thing that can add to this perhaps making it easier to model once you get it extruded is to use Proportional editing. That will make rounding it off and all of the other things easier.
Proportional editing? What exactly is that, what I’m having problem with in the end of the video and even now. Is to give the character shape, you know it looks all good from the front. But I don’t know how he looks from the side and that has proven to be a big problem for me…To give shape to his butt is hell, and since this guy isn’t human. you can’t just look yourself in the mirror :stuck_out_tongue:

I had to remove his legs, because they looked awful. I got the torso, but it still needs a lot of work.
http://img4.imageshack.us/img4/5148/nybitmappsbild.png
And I don’t think I’m going to use sub surf since I want the model to be low poly. 2500 Tris maximum. I’m working on the legs now, but it’s not exactly easy. If someone would like to try model his legs and butt here is the blend file with textures.
http://www.mediafire.com/download.php?wnm5xtmw1tz

Here is the proportional edit reference:

http://wiki.blender.org/index.php/Doc:Manual/3D_interaction/Manipulation/Proportional_Edit

Working on the angles, you can use anatomy reference but take a lot of license as they have in this angle.

I have never done a low poly character not done subsurf so I won’t be much help on any more specifics.

Good luck.