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File: TestChar.png (854 KB, 1034x711)
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This is my first attempt at a Megaman Legends style character for a game I'm working on.
I'm redoing the jacket/torso but if anyone has tips on the face or anything in general I'd really appreciate it.
I'm having a real hard time deciding if I'm being too hard or not hard enough on myself with the turn out but it feels like something is slightly off.
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File: test3.png (1.21 MB, 1174x984)
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Not sure if the post three rule applies here but I'll here's a side shot
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File: test2.png (1.29 MB, 1028x862)
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Here's a normal shot of the game.
Appreciate any input.
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>>1017680
You got this pic of a face planted onto a head shape, and that head shape becomes super important for how that face appears at different angles. It looks pretty good mostly from the front but starts to fall apart at this 3/4s view.
I've seen this anime face guid refer to "mask face" there's a dip on the outside corner of your eyes the 'zygomatic' bone. If that part doesn't tick in, as the head turns it makes the face less believable.
You want to hyper restrict your polycount I see but this detail is really important. Youll see other low poly models sacrifice details in order to have this detail.
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>>1017678
if you want the style to look more authentic to MML, I'd recommend lowering the texture resolution
you can grab the models from here and look at the textures, how they were packed, the color palette size and all that

https://models.spriters-resource.com/playstation/megamanlegends/
and here's a nice somewhat brief write-up on the low poly style: https://www.tumblr.com/spellfist-3d/615902900826390528/guide-to-that-elusive-ps1-pixelated-lowpolybut
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File: Before.png (684 KB, 1787x546)
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>>1017760
So I did a before, after and after with smaller eyes. I personally think number 2 looks the best.
I kinda just gave him a cheek lift and slightly brought the mouth polygons out a bit more which added the dip effect I think you were talking about.
He almost looks emaciated in the old picture compared.
>>1017787
I appreciate the links, I'm going to retexture at some point. This was my first run at this and I used auto UV maps which made my final result looks a little goofy but now that I understand it I think I'll be able to do a lot better next time. I'm not sure if I'm super concerned with being authentic as far as texture resolution, it was more of a vibe that I was going for rather than PS1 pixel perfect accuracy.

Appreciate the help guys, I'll make sure to keep posting as I go along.



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