Right, what it boils down to is: A. If you're intending this to go into a specific engine (UDK, Source) that you know has a broken tangent space workflow, you're going to need to use much more hard edges/smoothing groups, which in turn means much more uv breaks. B. If you're doing this for your portfolio, or for a studio…
Following on from everyone's anatomy advice I recently spoke to my mentor who is a fine artist he told me rather than sitting down and learning all the muscles in side out. Sit down and try to look at how the mass of a human being compiles together. That way he explained to me you will be able to construct drawings, which…