J like it your first model in topic is amazing
this is soo great man i really love it
Amazing work, Really inspiring !!!
Loved the biosuit. Great stuff.
Congrats 
Rafael does it again! Amazing work as always my friend, congratulations on this wonderful work, a perfectly executed tribute to the Mass Effect universe.
Great work! Congrats on top-row and thanks a lot for sharing the breakdown.
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Stunning. Well done.
Beautiful work. Girl is beautiful, and the suit looks great too.
Superb work!
That’s a stunning work and great overall composition.
Great work looks like
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I was was wondering what the average poly count is for your characters? I understand the displacement normal maps you already explained(displace for the first 3 sub divs and normals for the finer details). I am a little confused about the correct poly limitations for example a high res game cinematic that Blur and Digic make? Your work seems very similar so I thought Id ask. What do you suggest for a reasonable poly count without sacrificing quality or renders time?
thanks for sharing your knowledge grasseti.
If i would just like to add, i am wondering why you have modeled almost all indenting lines on the armor instead of just sculpting it in zbrush. Is it a neccessity to do this, when you know you could finish off that model much faster if you had sculpted those finite details in zbrush instead of modeling it in. Or did you prefer to do this because it would be better for an animation, having the animator actually see those lines on the model when animating and not rely on a normal map or displacement which can easily get distorted when posing.
I already know both maya and xsi, i am still wondering the potential that max has on hard surface modeling. you seem to model those hard surfaces fast, how you compare max’s modeling tools with maya or xsi?
Really Enjoyed your works man keep them up 
excellent work … I am a great admirer of his art 