Thanks Argon for your advice.
I am really a lil bit confused. I always hear like you say: as less polygons as possible. And then they like most the dino - honestly the lines you see on the dino is the low poly version with smooth applied to it, so maya could render out the toon-lines cause mental ray can’t do that - I didn’t modeled that much detail (the dino is from a course from Digital Tutors, also the naked woman). And my friend in games industry sayed that they want high poly (high quality) meshes and look out for people who can do those.
I don’t have time this weekend to make large updates and progress - I will model a detailed mesh on monday, and then I will add detail to the monkey - he was actually made in a few hours before going to the long learning process of rigging.
And when I model and post theses meshes I will work also on the presentation!
Also thanks to zokana
And its also much better when showing a model in default pose to line it up at different viewing angles.
I know what you mean by looking at lianlais WIP! I’ll try to do that with my characters.
You are kind of right, it’s more like that I do things to accomplish something very tiny - like with the second char I just wanted to prepare myself for organic modelling since I did much hardsurface modelling - and so I am not too convinced that the design is good, cause I just modelled at the PC without reference and without thinking too much. Just what looked good to me - and I am not so much of a designer.
All meshes are like firsts.






Only apply with your best stuff and watch video tutorials about modeling, texturing, shading and rendering. There’s plenty of stuff out there.









