Thanks for the crits Mossbros, yeah I definately need to work on defining the forms of my character studies without relying on linework. The lines at the moment are definitely quite OTT, I need to work on a different method for rendering this stuff :)
In Maya, "Smoothing Groups" are defined by soft edges and hard edges instead. A slightly different way to define where vertex normals should split, but essentially the same thing. In other words, the edge that seam lies on is not a hard edge, is it?
Looks really good~ My only suggestion would be define the brow a little more. Perhaps, a little more planar maybe, or it could be achieved through more defined texture painting yet to come? Anyways, great work :)
Try and re-define the calf muscles at the back of his legs, they look exagerated. If you want to create a really defined calf muscle make sure the rest of the leg compliments this look. Got any close up renders?