Let me know if this is the wrong place or if there is a critique thread already out there!
I’m using Blender and have been working on this guy for a while now. However, I’m a bit discouraged about the body/head shape in general, and have considered maybe redoing him in Z-Brush. I am currently working in Blender.
The kind of look I am going for currently is tiny/furry with a bit of an Anime touch
The avatar is a good base, but it will need retopology and rebinding to an absolute T-pose. You can get it to work as is, but it will be a pain to do when you start rigging it to the skeleton.
To keep avatar collision small I suggest pointing the tail downward in a 45 degree in the rest pose as the bounds are used the calculate the avatar size, and keeping it separate from the main mesh. or atleast as steep as angle as the tail length allows you do to to groun. Otherwise you will more likely get stuck into doorways.
I suggest going through the avatar and retopo it to be mostly of a to a lower poly mesh. This will make it easier for you to unwrap, and apply (rig) the skeleton.
Here is an example of the base avatar I use for doing my avatar, and its’ clothing.
The tail is pointed down, and the avatar is set to a absolute T-pose, which is the default pose used in High Fidelity avatars. Currently a tool to make this easier is being developed.
Note that you do not have to be as stringent with the polygon counts however. but it helps to load the avatar faster
The eyes will be something you want to look into a bit more. Personally I use the Pixar method for my avatars it will require adjustment but this will avoid issues with z-layering conflics if you look at your avatar from a long distance.
If you want to keep them static, i do suggest deleting some of the unseen faces, to avoid the above mentioned -zflicker conflicts are some rendering distances.
If you keep the arms and legs separate, it maybe slightly easier to animate as you can ignore the stretch points, but I suggest reading up on the basics of rigging before tackling it ,for high fidelity but you must note that it might not look very natural, but that is a stylistic choise.
Once you get to it, I have templates ready and quite a bit of documentation available on the subject
I suggest looking up polygon flow as well, so you know what would look right ish.
Remember though, you have to start somewhere, so you might as well try rigging and importing too, so bringing something to completion.
constantly work from scratch can stop you from completing things.
you can always refine as you create new things.
I think i went through about 8-9 iterations of my fox model, creating, finishing, and then redoing to another style or another. but I still tried to put what ever versions up to see how it works, so i do suggest trying it first with what you have, then refine the process.
You’re right; I should get at least SOMETHING imported. Otherwise I’ll get too discouraged! I’ll work on rigging my current av I have mostly done and give it some simple textures, then work on a second iteration.
@Menithal, I have had 4 different people try and help me and we can not get the rigging right. It keeps being too large, or not colliding with anything, or my avatar’s head will end up directly in the middle of his legs. Can I possibly meet you in-world for help?
I’ve been looking at your goat head, its really cute but it is a little hard to tell what kinda animal. I think the ears could be a bit thinner, and decide if they are up or down I think most goats with horns have ears up? Anyway yeah the backward horn is much better!