OBJ only supports "groups" or vertex. Maya has that on by default. When you import OBJ with Maya, each group would be imported as separate mesh as well. You can see examples how groups are defined with "g" in the obj file - http://www.andrewnoske.com/wiki/OBJ_file_format Compare that to what Maya produces.
A few things: The wood is too bright and clean. The materials aren't defined well. The metal does not look like metal. The main problem is that you don't have a good specular map. Generally you want to make the specular map from the diffuse and increase the contrast. The color of the bullets do not seem to be correct.
Pretty promising work, man. I think you're kinda letting your details get away from you -- You're letting musclature and small, textural details destroy the overall form. Try and think big to small more. What are the major shapes? What smaller shapes define and accept them?
I think the boots could use some more detail, even if you just exaggerate some of the folds. They seem a bit bland and smooth compared to the rest of the character. And maybe add some more detail and bulk to the trim/fold at the bottom of the trench coat to better define it. Looking good so far!
I have definately seen people stand up and refuse to do endless crunch, and then get fired. You would need a situation where a bunch of folks stand up at once...i.e. a union type situation. Too bad I don't see any signs of game (or CG) unions forming.
You also don't have the right look and feel for the character. His silhouette is way off, even accounting for the chibi. Don't use chibi'ing as an excuse to sloppy silhouette. War, in Darksiders, is primarily defined by his massive shoulders, then boots. In your version, his shoulders are one of the least emphasized things…
Question! If surrealism is defined by non sequiturs and the absence of rationality, how can you express that through computers? At best you can withhold information from the player, but the inner workings of a game have to be driven by rationality, because that is the only way in which computers can operate. Moon logic,…
I am going to shrink the proportions of the scene. as for the material I am really not sure how you cant tell its wood. I mean is the wood grain shown on the pillar, or the cuts and nicks in it not enough to define it as such? Also I have no idea what "big grey doughnut" you are talking about?
I didn't have enough direction when working on it before, so I'm in the process of completely re-evaluating the materials from the start, getting the cleanest base I can. Here's the current state of that stone floor. All of the basic elements are much more clearly defined. It was a giant, random mess before.
you dont, using metalness its a predetermined value for all non metals. If you want to define specularity of non metals do not use the metalness workflow the most commonly accepted and implemented value is 0.04 reflectivity which in HEX is clost to 0a0a0a I believe. My understanding is that this is the case in TB2 and UE4.