I think we're going to have to up the polygon count. 1200 doesn't go as far as i hoped it would, although there are probably things that can be done to improve the usage of the polygons, this will have to be the medium quality model.
I guess I'll start at the top and work my way down.
The mask: This is a JT proflex mask:
http://www.thepaintballstore.com/product598.htmlActually, I'll just paste it on the mesh image and do some highlights:
yellow-green: These edges don't exist, but need to.
green: This edge needs to be moved to meet up with the yellow-green edges.
red: This edge is basically straight, so you can save some polygons there. Also, the area near the back of the jaw needs to be dropped down a bit.
cyan: The visor needs to stick out a lot more.
yellow: This part seems to be missing completely.
magenta: this all needs to be dropped way down and reshaped. Also, it's way too thick.
blue: This edge needs to be vertical. Also about half the length.
purple: This also needs to be vertical - all the way around the transparent part of the mask. We'll also need to have a little bit of a face behind that part of the mask, as it will be transparent.
Shirt area looks pretty good. The shoulders might need more polygons to animate properly, but I can't tell without a wireframe shot. Also, I'd move the sag up a little and make it a little less uniform. Actually, the whole waist may need to be moved up a little. With more polygons, I'd like to see a lot of wrinkles around the wrist area.
Hands will definitely need more polygons, especially in the area between the index finger and thumb. The thumb also appears to be too short.
Legs... they look really bland. I think a lot more shaping needs to go on here.
Shoes: I'd make the toes thicker (vertically) and more boot-ish.
Overall: The posture is really stiff, and from the side view (
http://www.logictechnologies.com/keith/stuff/pbchar/4.jpg) he almost looks like one solid post. Sure, that will change a bit when we get the animations in, but the human body contains over 200 bones. We'll have less than 20, so it needs to look right to start out with. Move the chest forward a bit, arch the back in, push the butt out, etc. Also, it could use a little beefing up. Not because it's super scrawny, but because the player hitbox is 56 units tall and 32 units wide. Of course it'd be impossible to fit a realistically proportioned person in that space, but I don't want him to look like a toothpick in comparison to the old models.