Hi Fred, there’s a lot of improvements there since last time you put up a low-poly human model.
I wonder if you might get better replies in the Artwork section of this forum. That’s where I posted when learning the basics about modeling. I learned a lot of good stuff there.
Anyway, now for some critique of your model:
Some good parts to start:
The normal map looks great, you’ve really got the hang of taking a high poly mesh and adapting it to a low poly one. I’m pretty bad at that myself.
890 faces is a good low poly mesh, it’ll run great in game even on a slow computer.
Some parts which I would personally change:
Here’s a quick comparison with a simple low poly base mesh I use for my projects.
For a torso cross section (looking down from above directly) I usually choose a more rounded shape. Yours is a little bit square and it makes the character look a little stiff and boxy.
Another thing that can cause this “square” appearance is having a lot of right angles (90 degrees) in your mesh. I try to avoid right angle where ever possible. Try to go for more sloping connections between loops.
You can see where I’ve done this in the knee and ankle, as well as around the hips. I use a special kind of joint, I hope you can see in the wireframe how it doesn’t break any edge loops but gives extra flexibility around that area.
On the subject of proportions:
In humans, as we age some parts of our body are bigger or smaller in relation to others. Young children have heads, hands and feet which are quite big in comparison with their bodies. As we get older, the length of the limbs and bulk of the body increase so that the feet, hands and head look smaller.
When designing a character, small hands feet and head make them look older or stronger, while the opposite makes them look younger.
In some design styles, like the manga “Chibi” style, this is exaggerated to make the character look much younger, or cute. With cartoonish muscle men or giants, these parts of the body are made intentionally small to make the character look even stronger.
A way to show the difference between a teenage adult and a full adult is often to make the body thicker and more substantial in an adult and for the teen make them slim and small boned. The teen or young person might have very “straight” arms and legs with little to no difference in thickness between the elbows, shoulders and biceps. Like long tubes or straws.
You should be sure to think about what age you want your character to look or how you want to make the character feel. Are they a strong tough guy? A young hero? Then you can adjust their proportions to match this style.
With those big feet and head, I think your character looks like an older teen. His shoulders are wide but his arms and legs are a little thin. If you want him to look more generic, you should make the feet and head a little smaller, and add some bulk to his arms and legs.
Try changing his proportions and see how it affects how he looks. You might want to try making different versions of the character, to see if you can intentionally create these different appearances and gain more control over your design intentions.