Thanks for the replies and the work. This is a totally new model from the one used in the Maya example, and that might explain a lot of it. I’m obviously just a novice with CG modeling, and so that explains any flaws in the geometry. (I’d have assumed, though, that more geometry would be better rather than worse, because that’s what subsurf does automatically. I know that some of the geometry - especially at the thumbs and the groin - is kind of screwy and imperfect, but that’s not necessarily where the problems are, anyway.)
I definitely see what you and the others meant by turning off the specularity shading. That makes it look 50% better, right there.
I did turn on quaternion deform in the Armature’s options and I trust that this’ll help. (Honestly, I don’t really know what that is, but I’ll research it.)
There was no weight painting done on the model at all. I just ascribed a blue shade to the mesh in the Materials. So I don’t totally understand how that could be a problem.
If anybody has any pointers about how the mesh could be made better (ideally, any quick techniques), that might help matters a lot, too.
Continued thanks to all.