My first completed character. I'm quite proud of him. He has 33,840 polygons, and took four seconds to render with the default Scanline renderer in 3D Studio Max 9. I added the depth of field in Photoshop. A few things can be tweaked or fixed, so I'd appreciate it if you mention something I didn't find, or if you have an opinion (though he fits into a thought-out story, so many changes can't be made).
My third semester's coming to a close, and this is the only final project, of my three, I'll upload. The others are animations. His pose was actually an accident; I posed him like that to check how my rig worked, and it turned out pretty cool.
33,840 polys isn't huge for a game engine. This could pop right into a new generation game, and so could yours. I beefed up the smoothing for this render; it's really fine at a quarter that. In an animation, no one would know if it only had a thousand polygons.
I do not mean to discredit you, but could you direct me to the article/proof of this statement? To my knowledge, next-gen in-game character models will max out at around less than half of that.
I believe the main character in Gears of War had 40-50 thousand polygons, but I could verily be wrong. 'Sjust what my animation teacher said, and I took his word for it.
I understand your reasoning. The main character of Gears, Marcus, has apprx 15k polys + normals. I believe most are in that general range, but I would imagine that games that are less taxing on the system's abilities, such as a fighting game where you just have 2 characters and a bg, you could use higher res models.
So cool! The pose is really great! The only thing is I think the feet should squish a little more into the ground surface so that it doesn't look like he's got really hard skin sitting on the surface, (like when a you push your thumb up against an object it deforms a little).