Quote: "One thing I would suggest is that you model with edgeflow in the face"
If that's what I think it is, then I think I had attempted it from the start, but perhaps I failed, lol. I will try harder next time.
Quote: "Also, the shoes are comparitively too detailed."
Yes, when I posted the wireframe shot I really noticed that as well. I had pulled them from another model and modified them. I have been putting off remaking them as I wanted to do the more important stuff first.
This particular model is higher poly than I'd probably go with for an in game model, but he'll be in the briefing room walking around or punching some computers in my buddy's game. He isn't really necessary, but I thought it would enhance the scene more, and since nothing too fancy is happening during the briefings, he won't slow it down at all, he's 3180 tris, a tad high, but once I redo the boots and lower the eye's polygons to a resonable amount then he should be ok.
Quote: "minus the random triangles versus quads here and there."
Well, I know you are supposed to work with quads as much as is possible, but I usually use the triangles to my advantage. The model gets triangulated anyhow, I may as well do it the right way, if it's not triangulated properly, there can be defects in the model where things indent improperly and it can really ruin the lighting on the model as well as the contour.
Thanks for all the help and compliments so far guys, I really appreciate it. Makes me a bit more confident of my skills and also helps me to iron out some flaws. I suppose the real test will come when it comes time to animate him. It's always scary to see how the model animates the first time as big changes sometimes have to be made if you did it wrong.
EDIT:
I've attached more images, this time of the head in particular. Nitpick it please
I know it isn't perfect or anything.
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