The Sticker on the sides doesnt look damaged like the rest, plus the rust is a bit muddy right now, you should add peckles and marks of corrotion. here are 2 good references :)
You could create a camera and set it to a specific FOV. You can then get the angle right for the shot in the editor then, with the camera selected, select ctrl+shift+f to align it to view. :thumbup:
waaaait a minute i didn't realize it was you max till i saw the signature in the bottom right. amazing stuff as always, good to see you posting your stuff on polycount.
terra: hah, awesome firebert: Nah baby it aint like that, I just really like you is all, I wanna do it right with ya. Daphz, on the other hand, is a slutbag.
Great work, can never have too many sheilds. The topology looks like you may have forgotten some edges on clean up (right hand side between the claws has a vert that could be welded to the tip of the right mid claw), minor thing just looks like you missed it since you did it on the otherside along with some other things to…
Ah Dude! its the guy from that Aussie Prisoner thread! Right on Swizzle! /edit: heres the link to the thread I'm talking about btw: http://www.polycount.com/forum/showthread.php?t=80806
Finished the low poly version of my GoCart. Its sitting at 26,418 tri's right now. Its meant to be used by the player so i have no idea whether or not this polycount is too heavy or not.
Cool you like it guys=) @Fewes, you are absolutely right about the holes. my thought was to fix it in the texture but as you mentioned it i might actually fix it for the highpoly presentation too. cheers
Rapante: WIN!! doing a gta4 custom model. not so much *bling* *bling* right now imo the hands are too small but I have to stick with the gta4 rig beard or not.. not sure yet.
@Lonewolf got a bit confused for a sec, thought you had a ton of baked in lighting and stuff on your uv's, but your just applying the gun shader to a plane to show off the layout right.