Skeen - don’t worry about the double-sided faces comment.
Ghostscape - These are viewport screenshots from Maya. Maya doesn’t have backface culling on by default, so it shows the backside of the polys. If you’re a max user (or something else), then I can see why you were confused about seeing the other side (max doesn’t show you the other side of the faces, it makes the faces invisible from the back - ‘backface culling’)
So don’t worry Skeen - you’re faces aren’t double sided - they just appear that way in Maya’s viewport.
I don’t know if anyone else clarified this part (didn’t read every reply, just skimmed most of them) but when Jimmy_Dublo suggested you try soothing, I don’t think he was talking about the same kind of smoothing you were thinking he was. I believe he was suggesting you try ‘smoothing groups’. In maya, it’s done with hard/soft edges. It doesn’t add any polys to the model, it just creates the appearance of smoothing everything over. it’ll look a lot nicer. (smoother )
I don’t own maya (only had it at school) and I don’t remember off-hand what the menu was called that the option is under… So it’s hard for me to point you to it exactly. In the modeling section, either under Polygons or Edit Polygons, and it’s really close to the bottom… something that exends out and another submenu pops out. Look for something that says Hard/Soft Edges or something similar.
Anyways, select all your edges, go to this option and set it above 30 (I think) and see what it looks like. You can tweak individual edges with different numbers (lower numbers are harder edges, higher are smoother) to get a smoother or harder edge. Just play with it to see how it works.
Lets see… Well I can’t think of anything specific to crit. I personally prefer to model hands with the thumb angled down since that’s more of a middle ground between it’s extremes. You’re thumb doesn’t usually bend up much more than it is there (flat, and outstretched) but it can bend in and down a lot, so that’s like modeling it at one extreme instead of in the middle (which is ideal for better deformation when it’s rigged and animated). Of course that’s for a normal human hand and this guy is not a normal human.
The feet are starting to look real good. Good luck with this