ZBrushCentral

Any pros able to crit my base mesh?

http://img162.imageshack.us/img162/6430/basetestsom4.jpg

I need to know what I can do to improve my base meshes. This is my newest one, it weighs in at about 1.5k poly.

I’m trying to model with next gen games in mind. Obviously this isnt very detailed but I’m simply trying to understand the basic rules of what I need to do to improve on base modeling for games.

Any (anatomy, or technical) tips?

Is it a base mesh for sub division modeling or game modeling?

  If its for zbrush I would try your hardest to have as few tris as possible. It is possible to have a entire human character that is 100% all quads  :D 
   
   The main reason for this is to avoid poles and pinching when sub dividing and smoothing.
   
   Also if this is for next gen(current gen really) characters. you will need to add at least 10,000 tris :)
   
   The average next gen char on our project is between 15,000 - 20,000 tris. With our main char in at around 35,000 tris. A lot of other next gen games do about the same. 

The base mesh that I use for a full character is about 4,500 tris. and is 100% full quads(which is only ideal for zbrush and not necessary for games). My basic approach is to sub divide it once so it would be at 18,000 tris and then use that (with some tweaking more or less) to be the in game asset.

   Of course starting low poly like you have now and only adding edges when necessary is definitely the way to go :+1:

Nice, ty for the response.

Hmm…yeah I can quite easily convert him to complete quads with a bit of work. Its Mostly practicing Zbrush and converting back to low end with normal maps etc.

Would 35,000 polies count as all objects on the character? Or simply the body only with objects on top of him counting seperate from 35k?

edit - At the 2nd sub division level he comes out at 13k tris.

yes 35,000 polys includes everything on the main character.