goksimaster - its just from coverting the mesh up from a low poly to a very high subdiv mesh in mudbox. I'll be playing with the edge and smoothing it off a little
THX1138 - thanks man, much appreciated. You should have a go with mudbox as it really helps you push the modelling that extra step. I'm really tempted to start playing with actual real life sculpting to develop the skills further.
arran - cheers geezer
you should have a play with the mudbox demo on your buddha - you'd probably be able to kick the stick you made up in a very short time (even though it looks cool already)
I'll post some tips up with using maya <> mudbox as some bits such as generating displacement maps can be a little wierd. Also you have to make sure the uv map is complete and centered in the uv editor before importing the mesh from maya otherwise it can be a problem.