I find the "Less-is-more" approach with polycount works wonders with anime models. Helps me keep everything nice and smooth during those outrageous expressions and what not. But your YMMV.
I'm guessing you already know your way around Blender and what not, so I'm not sure where to start with the suggestions. Just find a good facial reference and perhaps a nice face-making tutorial (Joan of Arc is a good one) and go from there. Im generally around here a lot if you have anything you'd like to ask me.
XD That makes me feel better! It has been a chore!
AH that nice a nice looking mesh ty!
I would have to agree with the less is more.
I didn't know what I was doing 100% on my Velociraptor so he has a lot of poly and some mesh errors I need to correct, but that was my first attempt at it! Arms, legs..my gosh the head was difficult to rig and the mesh distorts a lot. I had no references on rigging a head like that though! XD
Mm I think my main question is with the eyes, how to get them to look that way. I assume you use a sphere or are they texture painted on?
I will attempt her once more and put up what I got if I get stuck again! I must get her done! The tutorial I was following ended before the feet so...now I have to wing them too! XD
yea I really wouldn't know where to start with a dino head to be honest xD
The eyes are textures on a low poly plane that is shaped to fit the eye sockets.
Many people paint the eyes directly on the face, forgoing the said eyesockets/planes etc. This works too if you dont mind painting lots of different eye positions for various facial expressions.
Another common variant is using a fairly high poly eye and directly coloring the faces to make the pupil/iris, forgoing textures completely. Then you use shapekeys and whatnot for eye movement I'm guessing. This *seems* to be the most common method from what I've seen. Though I have never done it myself so I can't comment on it too much.
That is the Joan of Arc tutorial. Pretty nice tutorial and my "go-to" for anyone with a fair amount of modeling experience. Now it is meant for an older version of (I think Max), not blender. So you'll have to compromise a bit. Though the general work flow should remain nearly the same.
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