If you don't want to use Chuggnuts tools, try Fat Assasins' scripts. The most useful ones for me have been horizontal and vertical align, bind them to a short cut key and you'll have straight edges instantly.
You might want to check out the centre of gravity on that - in the turnaround he is going to fall backwards. Also, he is very vertical - grab a soft selection and pull a few gentle curves into the upright shape like the image on the right here:
I'm guessing those cuts are for horizontally tiling textures? maybe? Looking nice so far, I would bust up the vertices even more. Irregularity! Also consider adding more sections to the 8-sided torus window.
I didnt model it at an angle. I just moved it for a render not thinking and didnt save an instance of the original in a vertical position.. How do you align a face to another face in max? I have never done that before.. Thanks..
Which is a good idea if you don't go batshit insane, plan properly and stay realistic (NO MMO SHIT). We just about spent 15k on Warsoup now and we're only one month away from the vertical slice.
The Evoluent vertical mouse is great for reducing wrist strain. The build quality doesn't seem to be particularly amazing - the right mouse button got sticky after a bout a year of fairly heavy use, but I really miss using it now.
It's a very nice piece. Small details like the serial number are nice. Love the wood handle in its dirty version. The blade is very nice too. I would tone down the vertical lines on the blade and made them more subtle like on your ref.
Make the meshes contiguous, as much as possible, this will reduce headaches later when binding the vertices to the bones (skinning). For example, take a look at how the shirt transitions to the pants, or the pants to the shoes. Street Cop by Mashru Mishu. More examples here http://wiki.polycount.com/wiki/BodyTopology
SketchUp is a bit notorious in both archviz and gamedev worlds, for generating terrible meshes. Duplicate vertices, bad normals, etc. Blender is indeed worth another look. However you may also prefer the halfway-CAD workflow of 3ds Max; worth a serious look.
I like where you're going with this. The proportions of the main house, and therefore the entire scene, don't really match the feel of the concept. In the concept it looks taller and skinnier - maybe a camera angle thing too - which contributes to the whole scene being read as more vertical.