Very nice, it shows that Maya is definitely starting to catch up with regard to basic poly modelling tools. Now all they have to do is solve all the rest of the polygon handling problems...
Excellent work! (as usual) I'm not sure if I'm diggin' the alpha mapped hands, though it really does make the model look like a much higher polygon model. The wings are incredible!
Before you get some replies giving you ballpark figures, I recommend that you read this: http://www.rsart.co.uk/2006/11/20/how-many-polygons-in-a-piece-of-string/
So Kite So nice! Are you going to make them game-friendly? (I guess those are zbrush polygon paintings at the moment) Can't wait to see them posed too!
Thats all well and good, but lets see how much of that fancy stiff actually makes it into a game engine where they can't afford to waste 60,000 polygons on the main character's moustache.
thing is, like air, fluid is very complex and it would be easier to have per pixel lighting with radiocity on a million polygon model than to realisticly calculate a bottle of water particle for particle.
My problem fixed itself but the issue was that the "cuts were going straight from one vertex to another and not creating the simple hole shape I needed in the center of a polygon
nice little scene top of the tree sticks out to me as a touch sparse and polygonal could do with some love to stop it distracting from the quality of the scene elsewhere
http://www.rsart.co.uk/2006/11/20/how-many-polygons-in-a-piece-of-string/ 30k tris seems to be the high end average for 3rd person video game characters.