Thanks for the input I'll try to fix some things but it might be helpful to point out what you mean, so here is the mesh lay out and the texture map.
I do have a few major limits I'm working with on the model, I have a max poly count of 1800, but optimal count would be 1000 (the Dark Engine for Thief 2, can't handel a whole before fps drops like a stone.) I also have a max res on textures at 256 with no more than 2 texture sheets (and here's the kicker, alpha can only be 1 bit. AND gif format only. Texture memory is pretty low.) So I do have a few major handycaps with this model already. There is a large comunity doing mods for t1 and t2 (and if eidos ever released a tools set there will be a lot more doing Thief deadly shadows stuff too.) Any way there aren't may character modelers due to these limits and rigging issuse (no custom animations, and no custom skeletons. They use a strange joint box and bounding plains thing to define the rigging... It is a nightmare.) Those of us who know how do it, do a lot of request. I don't normally skin then models, because there are plenty of talented skinner there, but I don't normally do to much that is out of the ordinary like this one, either. This model should test afew of the engine limits as far as size and level of detail goes, But I'm still shooting for usable.
As is I'm no pro when it comes to modeling. So I really find your crits helpful, and any pointers you can give me trust me I do try to use. So be brutial, I need to know what is wronge and how to fix it. (Texure tips are especially helpful too.)

