Thanks for the replies - hell of alot of food for thought there, some great responses.
I've trimmed back alot of the glow and removed a few objects that were simply added to create glow fall-off so its cleaned up the scene alot more, I've also scaled the glow down on some of the objects.

@ InCreator & Duelnames: I've lowered the sample rate down so its created a more jagged effect and I do like that...and doing it like this allows me to keep some of the post effects that the Maya Hardware renderer can't calculate (its a very basic built in renderer). I'm liing that alot more and having wrists slapped for splashing to much glow everywhere.....well I should know better :p The crits have been great.
@ Questionable: I'm not doing any post processing there in photoshop/gimp, its just what the maya renderer spits out. I may go back and touch up a few lines and shading where the lighting isnt doing that great of a job (I'm not that great at lighting scenes in Maya) but ideally I dont really want to get my hands too dirty in photoshop
@Danman: Yeah the second screenshot is from maya (the one with the glow effects, the first screenshot is rendered assets in running in AGS as simple sprites). I have got the higher quality renders in AGS but with .Tiff image sequences for my character with full alpha at 32bit....my AGS project on compile is huge :s so ideally I want to stick to 16bit (which really means avoiding anything with an anti-aliased edge as it would look horrid).
Hey Kris, I'll have to look into your down scaling idea for the environments
that has me intrigued and it does look quite funky too
Nice job!
@Markbilly: yeah...the yellow beam does look horrid! lol, thanks for pointing that out about the side on walk-cycle....in game you dont really notice it but looking at it now...he does move abit silverback-ish :p Will fich that when the time comes
Cheers for pointing that out man.
@ Steve & Snarky: Yeah it has crossed my mind about composing two images together to get the glow areas in, I'll definatly give that a try! Damn you both! When I modeled the characters I thought...."They're alittle too simple lets just add abit of detail here"...dont ask my why I chose that particular spot....but now you've pointed it out....all I see are Pubic Mounds! LOL cheers guys...thanks for ruining my fun!
Marcus.
I've trimmed back alot of the glow and removed a few objects that were simply added to create glow fall-off so its cleaned up the scene alot more, I've also scaled the glow down on some of the objects.

@ InCreator & Duelnames: I've lowered the sample rate down so its created a more jagged effect and I do like that...and doing it like this allows me to keep some of the post effects that the Maya Hardware renderer can't calculate (its a very basic built in renderer). I'm liing that alot more and having wrists slapped for splashing to much glow everywhere.....well I should know better :p The crits have been great.
@ Questionable: I'm not doing any post processing there in photoshop/gimp, its just what the maya renderer spits out. I may go back and touch up a few lines and shading where the lighting isnt doing that great of a job (I'm not that great at lighting scenes in Maya) but ideally I dont really want to get my hands too dirty in photoshop

@Danman: Yeah the second screenshot is from maya (the one with the glow effects, the first screenshot is rendered assets in running in AGS as simple sprites). I have got the higher quality renders in AGS but with .Tiff image sequences for my character with full alpha at 32bit....my AGS project on compile is huge :s so ideally I want to stick to 16bit (which really means avoiding anything with an anti-aliased edge as it would look horrid).
Hey Kris, I'll have to look into your down scaling idea for the environments


@Markbilly: yeah...the yellow beam does look horrid! lol, thanks for pointing that out about the side on walk-cycle....in game you dont really notice it but looking at it now...he does move abit silverback-ish :p Will fich that when the time comes

@ Steve & Snarky: Yeah it has crossed my mind about composing two images together to get the glow areas in, I'll definatly give that a try! Damn you both! When I modeled the characters I thought...."They're alittle too simple lets just add abit of detail here"...dont ask my why I chose that particular spot....but now you've pointed it out....all I see are Pubic Mounds! LOL cheers guys...thanks for ruining my fun!

Marcus.