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I make my object complex so that i can paint real circle in part of his body but when i decimate it my circle look terrible. I don't know what to use to make this circle stabile and make my object with less polygons as possible. . Now I have 766 000 faces and that is not acceptable. Please help. (sry for my bad english)

I have one more question. I tried to use f brush to point out his water gun but is there a better way to get punched his wather gun?

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    $\begingroup$ Don't use geometry to paint colors. Use a texture map for that. $\endgroup$ – Gunslinger Jan 10 '14 at 20:52
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It's generally bad practice to make the colors directly dependent on the topology of the object (there are exceptions, of course).

Instead you should use a Texture.

A texture is usually an image which is mapped to the surface of your object based on a UV map. There are other kinds of textures and mapping techniques as well, e.g. Procedural textures.
However, in this case you probably want to UV unwrap and use an image texture.

For example, I can UV unwrap this sphere:

enter image description here

and then texture it with this image:

enter image description here

Result:

enter image description here

As you can see, the texture is not dependent on the topology of the mesh.

I recommend you check out some tutorials on texturing and UV unwrapping in blender. There are many good sources out there (google is your friend), but here are a couple of places to start with:

Also check the beginner's reference on meta.

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