The problem stems from the extra triangle edges that are assumingly not present in the Max version (all quads). Match the edge flow and count exactly to the one in Max and your vertex normals should average properly. You can see the changes in real time in Maya by deleting the triangle edges with vertex normals display on.
Here is an update with my project. Changed some of the material and lighting around. Thank you ZIO, yeah I would agree with you the edges definitely need work. I plan on using a procedural edge wear to break them up and maybe some edge dirt or just general wear and tear.
I think what Brian is saying is, sharpened edges have a certain surface character compared to non-sharpened edges. Sharpening is polishing to a fine edge. Therefore, the sharpened bevels should be shinier, smoother, more uniform, than the rest of the object. Kind of like what you see here: Or here: [Link]
I think it's just inconsistency between the 2 meeting edges. If you want nice looking edges, the 2 need to have the same form with equal amount of spacing all the way through. Your high-poly source mesh could go a lot higher to get that nice, even edge flow.
Uhh, you can extrude edges into faces or bridge edges in Modo. Check out the edge tabbed tools. You don't have to necessarily model or even use sub-d. Two things foremost, if coming from Max, to get used to is "dropping tool" concept in Modo and the fact that there's no modifier stack.
Great start! Agree with everything above. On the note of bright highlights every edge you have has a bright highlight. It is making your edges look to uniform. I would break up where the highlights hit the edges. Especially on the metal it will only receive strong highlights from the main light sources.
Looks good, especially the head on the first one. I think you could collapse some edges on the side of the mouth that are extremely close together. Also, I'm with ninja's on the anatomy and contrast, they're very dark and blurry. Use some hard edged brushes and get some more lost/found edges in there.
http://www.2shared.com/file/8942469/480ef93d/rco.html theres the .obj by the way i have tried breaking the verts, seperating the edges and re welding them and that doesnt help the problem. only when your Control + backspace a edge then re cut it does it begin to resmooth instead of being a hard edge.
Did you mean to do something like harden the edges, and set normals to face? The problem that my old team ran into is if you don't cut and separate the UV seams where you split/harden the normals, then you get a nasty obvious seam along every split edge in the bake. However I just tried the above, which seems to fix the…
If it helps, neutral eyelid positions are typically: bottom lid sits at the edge of the iris, and top lid rests half way between iris edge and pupil edge. Since you are doing a stylized piece you could also scale up your iris and pupil texture to meet the lids.