thanx for the comments guys, I did tune down the forearm bump map a bit. and yeah, the smooth deformation in the second pic was done by replacing all of the old organic parts (which were very vertex-intensive meshes) with new subsurf bits, I also added an armature to it. ive done a few modifications and tweaks now (fixed the heel plate glitch in the second pic, see where it intersects) and UV mapped the loincloth to fix the garbled texture on edges when posed (again see second pic). so, now ive done a few more pose tests and I think that the character is done, the armature is sound and hes ready to animate. But still, if you see any small bits that need tweaked, please tell me, i want him to be the best he can be. my final test pose: 8) [/img]
O, man, so cool character with such a sucky head. :<
The lower body is pretty good, I mean it shows the work you put into it. But as we go upwards it seems like the artist is getting lazy, and when we finaly reach the head, it just shows that the artist is bored, so he just wants to get it over with, thus he wouldn’t spend more than 5 minutes on that part.
actually, houmorously enough, the head was where i started
and i kind like it, the simplicity of the head is offset by the mohawk and the detail elsewhere, 'makes it interesting and slightly comical, or so i think