Looking great, keep it up! Here's a few tips; - Learn how to soften or harden an edge. The edges on your cylinder should be smooth (unless you're looking for that blocky look), whereas your sharp edges should be smooth (at least in this stage). You can see some weird black blotchy marks on your model, and it's due to edges…
This is not a high poly :) A high poly model has control loops and is smoothed at the very least and to provide better lighting. Normal map is basically the difference between your low poly and your high poly. Like sculpting details, scratches, noise, and smoothness. There is no need to make a normal map if your high poly…
Looks pretty good. Posting a reference of yours would make it easier to crit. But two areas to look at, the rear grip and (sorry I don't know the proper names of the parts of the gun) front grip?(The front part colored like wood) The edges of the rear grip are much more round then you currently have yours. And the front…
Hey i haven't been able to check thoroughly but i think you are getting the same result i get in HLMV, it does look right for me in HLMV, it's only in the game where it fails. About the smoothing groups, it might be that i didn't export them to the .obj or .fbx, but the model is smoothed for me in max. AlecMoody: Regarding…
I mainly hear complaints about blender being a waste on places like Turbosquid, but it doesn't really matter. Right now the best thing to do if you want to look into Blender's modeling speed is to spectate/lurk Blendernation. Blender is currently undergoing a huge transition with Blender 2.5 and Bmesh and a lot of it's…
You're getting some pretty nasty shading artifacts. I'd suggest taking a look at some of the normal mapping threads in Tech Talk to get some ideas about how you can get better shading. In addition, you have some pretty nasty stretching on the handle. This thing seems like it could use a better unwrap and some smoothing…
Looking pretty sweet so far! The face is looking really skeletal to me and I wouldn't make the muscle cuts quite as deep in his back. You've smoothed out a lot of the other muscle transitions so you're probably getting to back still. I would maybe smooth out the hole where his shoulder attaches to the collar bone.…
Pull the craggy normal out of the floor tiling. They look like they've been hewn out of a granite mountain with hand tools. For fired ceramics like that, you really only need normals to define the edging and any major cracks or damage deformation. All the scuffs, scratches, and wear works better if you put it in the spec.…
I think it is not a bad piece. Textures are nice, overall character is nice, but man your topology and tri count usage almost kills it for me. I have seen lowpoly females under 10k with zero faceting (smooth and sexy). I think you are using way too much on the ponytail that could have been used to smooth out the shape of…
So to just see what happened, I selected all the edges in my door model and chamfered them. if this worked then I was going to undo and add some variations in the chamfered edges. But there was a slight problem. The lever worked.. but there are some corners that need to be tightened (corners of the window and frame). I was…