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Very nice, especially for the quick turn around on your first character model.

Since you mentioned animation, I would suggest you pay attention to how you model areas around joints, to make sure that the stretching side can maintain it's volume and the contracting side can collapse in on itself. Here is a random example pulled from the web to illustrate the point. Look closely how the knees and elbows are formed in particular and imagine how that geometry would move if they were to bend.