vavavoom: I think B might be your best bet here. Less loops tends to give more manageable clipping. I find that, generally, the higher poly your model, the more you should tend towards "muscle loops" - i.e. have the loop run up from the pectoral and around the deltoid, with the loops following the flow of the visible…
Looks nice, but the chain that goes up the door loops has tension in the wrong places. Also, the loops them selves seem rather, dinky compared to the chains.
You could try inserting an edge loop then use the offset edge loop tool to create two more, then double click on the one you created before and remove it (Shift+RMB if I recall.)
Still working on my little low poly character. Did some animation work on it,i don't know if i'm allowed to post animations here... Anyway. here are all my loop cycles, which i imported in UDK, and a sequence i did with it. Can't post directly the video's here, so there are the links : Loops : http://vimeo.com/31781031…
I think your mesh looks good, but it seems it's triangulated or the smoothing groups are messed up. If you want it smoother, just add smoothing groups in max. select the element (hotkey 5) and hit autop smooth to start, then take off the smoothing where you want it to be rough. Another option is to take that mesh if it has…