Quote: "Wonderful! I can tell you have an artists eye"
Arras certainly does have alot of raw skills
part for me which always add alot of unwanted polygons is the head, i've spent like 400 on a head before without realising it ... its oki normally because you do need more detail.
Personally i think you need to sort out the Smooth Groups properly, export the UV Map - then MeshSmooth, Vertex Assign, Delete MeshSmooth - your character will look as if it has 2,000 polygons.
i would recommend you have the front of the legs & following where the muscle goes on the arms, start along the centre of the hand (on the wrist between the centre knuckles) then curve it following the faces around 90° to the Elbow (the thumb side) then cut around another 90° in the same direction, so you kinda end up with a large S cut from the top to bottom on the arm.
you can actually add alot of muscle detail & have it push inside the actual arm a little...
The leg ones will round them off, and you'll find you're still just under 1,000 polygons
i can also should you howto create fully indexed hands that only cost about 60polygons each and look pretty good.
Most models you can use nowadays for character can be easily around 1,200-1,300 without mugh worry - and use an LOD system for those you don't see.
you may also want to push slightly back down the elbow...
not to bring this up or anything - but does anyone else think that guy would be frustrated for having a small wang?
Within the Epic battle of the fates the Shadow and the Angel will meet. With it will harbinger the very fight of good vs evil!