Quote: "So where's the Vegeta on my website then ?? ...... there's a head, could be anybody's"
as a professional 2d artist you of all people should understand that such a likeness is actually a copyright infringement.
the likeness is far too close to Akire Moshimi's Vegeta character from Dragonball Z by Toei Studios.
that isn't the start of an argument, just stateing facts which you should already be aware of ... so please refrain from referencing.
Although Act really should've perhaps been a bit more tact, there was no call for the comments which have followed - nor the claim of plagerism.
Simple you have a pretty bad attitude which it would've been nice if due to your time away perhaps you'd of worked upon, both of your should gain strikes for the comments and insults thrown. The post should also be locked before this goes any further as the petty Macho posing is doing no one any favours.
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as the for the model itself, as you are one for true perspective and realistic proportions you may wish to revisit them on the mesh before you skin.
You may also want to look into softening the organic parts of the model trying to make it far more consistant, the mesh as most of your models appears far too blocky and bulky.
Not everyone who steps into the gaming world is an Arnie look-a-like, infact more people prefer to play characters they can relate to more or seem more adverage in thier build.
the joints for the elbows and knees are also a nightmare, you need to choose between either a single mesh bodypart or a seperate mesh guard - currently it looks like place holders for something making them appear ugly and overly polygon heavy for nothing.
you really need to step away from the cartoony forms and start getting with more visually realistic forms, there is far far more you can achieve with 1,500 polygons and no there is no real reason to keep models under 3,000 anymore - however you have to remember that these are WITH LOD mesh as well which go down to under 1,000.
Half-Life2 for example has mesh for people of around 7,500polygons, however without LODs you would want to aim ALOT lower because its trying to track however many will be onscreen at once.
As a game modeler your suppose to aim for the scene limit based on the frequency & numbers of the model which will be seen at any given time.
It also depends on what the engine your currently working on can handle and what the aimed resolution and system specification is.
Sure a P3-500mhz w/GeForce4mx can handle Half-Life @ 1024x768 OpenGL at approx. 70fps however the models onscreen humans are around 900 polygons and headcrabs are around 500 ...
when you try to run BlueShift at the same settings it'll only push 45fps because the human models are around 1,500polygons and the headcrabs are around 800.
you also have to keep in mind what else will be on the screen at once. How much Video Memory do you have available?
How many polygons per second is your aimed card capable of?
it is extremely important to know the second one, because a
GeForce4mx can push around 1,100,000 polygons per second, wereas the TnT2 can only push around 800,000. However they're both classed as 32mb Direct3D Acellerator Cards.
you both still have one hell of alot to learn about development, not just the mechanics but also the theoretics behind everything ... ALOT of the developers here do.
Just because you can put a polygon or skin together with a little more visual adept than most people around here doesn't make you any particularly special person, and you'd both do well to remember that well.