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.

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All those senseless excuses are really getting old try something new at best some better stuff.

What do you mean exactly?

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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.

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there are too many polygons unecessary ,
specially for real time game.

Well, for real time, there is still plenty of space left.

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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 wink


"Yesterday was once today's tomorrow."