you really need to recheck your proportions. your mag ends about half the grip while the reference mag is longer per example. Also the front part looks a little blobby
+1 for modeling. like EQ been saying instances makes things easier to adjust and tweak.unless theres a way to instance stuff in PS. this is a good example of modeling your texture( if that makes sense)
Well in most countries especially in the game industry if you are skilled there shouldn't be a problem, for some countries like for example Japan your salary is mostly based on your age which causes a problem
Seems like I've got it. Can I bake uv like in example above or should the edge of all mirrored parts of uv be on one side? I marked seamse with red color.
WIth traditional camera, you'd have to use a deformation modifier (like skew for example) to achieve that, with physical camera it should be possible with the distortion settings (though deformation via modifiers should still work).
I always fix that with a simple click on (Front-Face shadows option) Example "Fire selector shadow" Check your rendering options, because shadows with lights, work 100% fine with me.
looks good so far. i've been at this place:-). I think you have some odd and useless polygons. for example on the top of the buildings but also on the front. good luck with uv's and texturing.
Snader's second example is great. If you need to, you can reduce the tris even more by getting rid of the center edge and rotating the vertex normals outwards to make the planes look rounded.
The design is kind of broken, you just have parts clipping in wherever, maybe consider where that trigger is actually going, for example, and how it might work? Where does the ammo come from?