I love the details on this guy. The model looking really good. The silhouette of that profile view is really good. There is an odd gap between his toe claws and the extrusion of his toes. You might want to pinch that together.
i usually just do two extrusions (or 4 depending on whether i need tighter loops for a high poly) from a cylinder, each time doing a rotate of 45 degrees hasnt failed me yet
funshark> That works only on simple objects, like the beveled cube. T_T Try a cube with an extrusion, like the one in my example. Almost got the migNormalTools script who greuh linked to working in a funtionally easy way.
Move on from primitives, really. This seems little more than a capsule with extrusions and glow. Definately try to get some inspiration from constructed forms. Dozer arms and such.
Why not alpha map for the chains so you can put a extrusion boarder on the top of that wall (seems flat to me, even with the stuff on it). Nice use of detail btw.
Not a max user, but bake following the advice here (hard edges by UV borders), also you've got too much edge padding. Just explode the mesh, give global cage extrusion in xNormal and you should be good.
The aluminum is 8020 extrusion. They have a big catalog of parts and an ebay store where you can get it cheaper. Aside from that, it's just a bunch of brackets made on my drill press and a wall mount arm from monoprice.
is it worth adding a (1 or 1/2)mm extrusion to the skin geometry with the same texture but at a high alpha to get some pretend depth to the dermius (skin?), the mental ray skin shader might have some propeties like that?
How did you do the frayed edges of the bandage on his arm was that just small extrusions? looks great btw, love the style adds so much personality to the character
You could also duplicate the subtool, create a polygroup from the mask and delete everything apart from that polygroup, then just use Panel loops for extrusion - I prefer that as I find its a lot cleaner than the extract method.