Let me start my reply by quoting my first post "because it will still go trough alot of alterations and corrects", which at least to me means, it's currently a template I can fix to fit the final quality (which won't be this.. erm.. "3DGS" lowpoly quality). Moving edges, retopoing and otherwise correcting meshes in Blender has good workflow, so I will fix most of the "errors" in the mesh and make it animatable.
Also for my second post, I'm sorry for the misconception, I ment "all the rules I need to know to make a model" of course, if I would know _all_ the rules I would be professional and would've hade more professional take to this model.
Now the fun.
All those senseless excuses are really getting old try something new at best some better stuff.
What do you mean exactly?
You could also retopologize the model with much less polys. Having a good form such as this one would be a good model for retopolization. Anyone could use blender's retop tools to make a lower poly version.
Not to sound ignorant, but I won't do that. I will make all the models as high quality as I can go, even if that means breaking the basic Indie-level of 3000 polygons.
there are too many polygons unecessary ,
specially for real time game.
Well, for real time, there is still plenty of space left.
Take example on an AAA game that show a good example of well used polygons "Gears Of War" :
[link]
To that I can say only, that the normal map was done with at least 500.000 polygons. so if I ever need to go that lowpoly, I will first make that scultped model. That's if I'm professional enough to do so (which I am not).
To lostclimate: You're right, the topology does indeed need work, but it was aimed for the shape anyways. when I've finished an "real" model I will post it up and then you can bash it around with slapsticks and I can't defend myself anymore
