Something funky going on with the hands, been staring at this so long that's all I can pick up on. The character is going to be mostly covered by clothes, but I thought I'd treat this as a double project and bust out some basic muscular structure n' stuff.
Wait, you left pentagons on the low poly. That would make some of the distortion. remember, quads and tris are always better than n-gons for subdivision. However, distortions on the seams are a bit strange. What about checking smoothing groups?
looks great so far mate :) keep in mind that this is based off an ak. so you can use some parts as ref. mag release, selector, cocking handle. some of them miss tiny bits n pieces.
yeah i did a few tests myself and seem that n:1 textures are totally useable in cryengine. I didnt find a way to measure the performance hit though, so i dunno if its actually worth using em.
Starting to put some color in. Currently it's just a bunch of flat colors (with an occlusion map) so I could figure out a good color scheme. I'll be putting the wear n' tear in soon. Crits and comments always welcome.
Bek - I'm using maya, I think with smoothing groups its either all hard or all soft for Maya. I always just soften em. And if I delete the edge down the middle it'll create n-gons.
High quality stuff, and also optimize them. If you're doing envo stuff, then save poly everywhere you can see. Only add poly if it will define shapes. Otherwise get rid of it. It's ok to use Tris, but no n-gon.
You don't even want to know what N-Sided will make it look like :P To summarize in 1 sentence or less: Model in quads, do your zbrushery, and then your final in-game optimized mesh can have tris in it.
Another thing is grabbing a anatomy book (like 10 bucks or so at barns n nobles) and giving it a quick read. once you understand the forms your mistakes pop at you more often than none. keep it up.
Thx for the advice smirnoffka, eliminated all the N-gons i could see. Also I beefed up the width a bit and added an indentation where the sight sits. Shaved off about 300 polys in the process, booya! :D