Hi everyone,
this is my first real attempt at a 3D model. 
I would like to hear your much-appreciated feedback and opinions on how I could improve my Wall-E!






Hi everyone,
this is my first real attempt at a 3D model. 
I would like to hear your much-appreciated feedback and opinions on how I could improve my Wall-E!






Well it’s a good model you have so far. Good proportions.
Would suggest to fix the tracks pattern. each track plate “triangles” should be less angular that what you have now. Like 150degre triangles.
Hey man Awesome sofar, my favorite pixar character! I have a ton of pdf files from the actual parts to build Wall-e. If you are interested i can send you the whole package
i will help you alot!
Cheers
Scote, thanks for the tip!
jonathankrijgsman, yes, I would much appreciate the PDF files ^^
jacopoS, originally I wanted to rig Wall-E, but right now I am learning how to rig a less demanding robot and I still find it hard. I guess I will rig Wall-E later, when I am not a struggling beginner 
Thank you for all your comments :bowdown:
Great model you have so far.
I have only one suggestion, since I see that one mesh subdivided and others are not,
to avoid that all you have to subdivide, only the parts that do not need subdivide, make bevel edge and then smooth normal’s, you get smaller file and faster render :).
Altogether an excellent work, keep going… 
enjoy…
Great model you have so far.
I have only one suggestion, since I see that one mesh subdivided and others are not,
to avoid that all you have to subdivide, only the parts that do not need subdivide, make bevel edge and then smooth normal’s, you get smaller file and faster render :).
Altogether an excellent work, keep going… 
enjoy…
draleto, thanks for your comment! This is a very useful tip since I don’t know much about a ‘correct modeling’.
So subdividing a mesh makes it larger, right? And also I should make as little vertices as possible?
Yep. It gets approximately four times heavier for each subdivision.
Well, that would be especially true if you are making game assets. For traditional rendering you can make your polycount as big as you need in order to make your model look nice. Bevel is good when you have a very linear model such as this. For what I can tell looking at your wireframes, the parts that you subdivided look good.