Yeah it looks like you have a lot of polys where you dont need them. Plus there are alot of loose objects that dont have to be. You really only need to split the mesh into skin and the rest, your texture maps will separate all the item. Like Popol shower you should have loops around the upper arm shoulder connection. Right now you will be deforming diamond shapes which isnt ideal. You could gut the polys in the middle of the arm brace by half, and why are they twisted?
Possible. When I am in Maya with Wireframe/Shaded on, things that don't actually penetrate show their wires through if they are close enough to the surface. It is an annoying thing, but it happens to me all the time.
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Find more info about topology here : http://wiki.polycount.com/wiki/BodyTopology
This is how they should look http://blenderartists.org/forum/attachment.php?attachmentid=24418&d=1186035514
Thanks for the tips guys.
Image of hi model:
Possible. When I am in Maya with Wireframe/Shaded on, things that don't actually penetrate show their wires through if they are close enough to the surface. It is an annoying thing, but it happens to me all the time.
I am not a low poly person and I haven't rigged something that low.
On the front view of the shoulder you have a 6-pole. Will that deform okay?