Good model, should animate well. Also well presented.
One thing you could do is specify the poly count in triangles (or clarify if that’s what the poly count is). Game ADs and programmers think in tris more than quads.
An obvious place for optimization would be the feet. Many small polys there, and between the toes on the foot proper, you could probably cheat and texture / normal map that detail in. It’s not bad, but definitely something I’d go for on a lower detail level / LOD if you’re doing that.
Such an unusual character really calls for some good, and distinct, animation. With that fine a face topology, you could even have give him lines and nuanced acting.
Awesome, I really love the idea and model, could you tell us a bit about the characters personality? Looks like it would act like a mean grumpy old man.
Dhaos: Instead of retopo, I had done it the regular way, turning on X-ray when necessary.
ThatSound: You’re right about both things. This area is denser than topology on his face - and the whole mesh consists of 3198 triangles.
Nathan Whitaker: Yeah, he’s an old inhabitant of the forest, who is protecting it with his younger comrades against deadly woodcutters and annoying treasure hunters.
Borgleader: I have never played WoW, thx anyway
AD-Edge: Eternal Sonata was the most important inspiration.
Ben: You can find it on my deviantart profile, with a short description: http://muody.deviantart.com/art/Jeffo-89783008