I would like to know that what defines the next-gen game asset. The production? The realistic outcome effect? Or the target platform of the asset being used? Is PBR workflow a definition of next-gen game asset?
I'm not sure what program you're using but it looks like your smoothing normals are all jacked up. In Maya these are defined by hard/soft edges. In Max these are defined by smoothing groups.
It's shaping up nicely. Your topology flows well but is unnecessarily heavy in areas, for instance the deltoid isn't defining much. These polys could instead be used to better define the ear or finger.
I haven't defined anything as a string (the script text is above) Other scripts don't define the names as strings so I don't understand why mine isn't working :( :P
Define a terrorist. Define who chooses whom is a terrorist. Then, you will see your logic is flawed. http://act.demandprogress.org/letter/ndaa_reversal/?akid=1110.1667079.IAWB5Y&rd=1&t=3
what kind of savage does that? ;) Cluster is just innaccurate - it doesn't imply connectivity which is a defining characteristic of a component/island/shell/hull/element