Pretty cool! Looks more like an axe to me though. Where is the green underglow coming from? I like it, but maybe you should have some illuminating green thingy on the handle somewhere? Also those spikes could all use the same UV space.
You can't have multiple symmetry axes in Modo. Unless you model a quarter and instance that 3 times. But if you sculpt using a vector displacement map, you should be able to sculpt it as a tiling sculpt (or fold the UVs over on themselves to get dual-axis symmetry).
Go into the motion tab and change your axes order until you find one that works for you. ZYX or ZXY might work for you based on the info you gave. Here's a vid explaining what's going on http://www.guerrillacg.org/home/3d-rigging/the-rotation-problem
Get a battle axe and chop of as many talented artists heads as possible and absorb there powers! or...just keep at it tailor to a company like people said, learn that NO is part of the process of this industry when first breaking in (and you will hear alot of No's before you hear a "yes" or even a "maybe")
With this model: I think you could do with adding some more scratches and dirt to your spec maps. It would make the axe look a bit more worn. At the moment the metal looks very smooth compared to the wood.
wow awesome improvement in your work dude! I'd probably axe the podium in all the shots of the ship, as well as change the font for all the other podium shots to something more bad-ass. Lookin great though man :)
For a critique of the messy room, I'd say that everything is too aligned to their axes. Rotate the bed and desk and stereo a little and it'll feel more natural. For the robot, i'd say the head looks a little long perhaps if it is meant to be humanoid?
No, you can't go such a straightforward way in XSI. The symmetry in Softimage works only in object or world coordinates. The only way is to reallign objects so that you mirror plane becomes ortogonal to one of axes in new object space.
Ha yeah, I was sculpting in wood grains on the handle, but I hope to make the details in the handle stand out more from a distance as I continue to texture the low poly model. Here is prog on the lp axe head
Made the feet and the axes/gear today. not 100% happy with it. Will put some work into the edge loops and will also detail it more. Decide to use some floaters on the feet. I found some nice reference on how to connect gear.