The thickness of the grip is the correct amount and the grip is how it should be given that model of grip, he just hasn't updated the render here with the side bolt on the grip. The perspective of the render might be a little stupid though. PS. The Walther logo might be a tiny bit thick and unsharp, but I don't know if…
kk thanks, when retopogizing (wut) in zbrush I think I might have boosted the resolution on the low poly mesh before exporting it because the amount of polys I created from it (what I thought) was pretty low looking at in, and when I imported into 3ds max the wireframe looked a higher poly count too, but thanks anyway ^^…
in light of noel confusing me for bitmap I will try to answer this. With the model you referenced that bitmap made, it's irrelevant really. with High Polygon models the goal isn't to adhere to a strict budget of polygons but to get the shape as close as possible without regards to what it costs. If it was for use in a game…
fixed the normals and the aos and spend maybe a hour with texturing.:) its really hard to get the right amount of colours. first i wanted to paint the lower, the stock and the body of the holo in a light tan colour but then i decited to make this little 'shell ejector thingy' red cause it looks nice and saves time. btw.…
@ willy-wilson: That text is very hard to read on the second image. Especially on a propaganda poster, I'd expect it to jump at me. That's an impressive amount of work you've put into it, though, and it looks very much like the game's rendering style. Nice! I hate to post a similar image on the same page, but I think this…
just a lil scene im bustin out to get started on some personal work for once. ~8-9 hours in so far. just roughing out the main textures, all are 1st pass with no proper specs. gonna have a huge amount of piled rubble from the ceiling on the floor as soon as i get to it. kinda generic so far but its mainly an exercise in…
Saiga 12, mid poly. I think I'll be pumping more polygons in the barrel but, the stock, closest to the viewer. Not too sure if I should add more there. Weird shading errors at the stock but that's just the renderer. Need to half the amount of verts I'm using when I do up the low poly. Going to concentrate on the…
Scoob's right about the normal details, but a basic example of what I was saying would be the Parthenon - http://en.wikipedia.org/wiki/Parthenon - thousands of years old, many of the details are still sharp, with but chipping and hairline fractures; pillars with the amount of breakage as there is in yours have simply…
Yes, Source is a bitch to work with. It's very hard to figure out anything about it without tutorials and the only tutorials available are written by people like me who are just fans trying to figure it out on their own. Valve doesn't officially support any part of the SDK, at least as far as I know, so there's no way to…
You're off to a good start, Scudz, but there's more yet to do if you want to make him look like Osiris from Tropic Thunder. I did a paintover to help illustrateI hope you don't mind. I used this picture as reference. The paintover certainly isn't perfect, but I hope it helps. - The eyes are currently too wide and not…