You have many tris in places that shouldn't have them, like the grip and the shoulder thing in the back of the gun.If it doesn't contribute to the silhouette or it isn't a suport edge loop, i think it's good to keep in mind not to add it. I like some of the things you added thou, and the texturing looks promising but it's…
You need to be really careful about the edges of your polys in regards to where you're placing texture detail. In a lot of the areas of the scene, you have these super abrupt 90 degree edges with no texture detailing around the corners to show wear or erosion. To me, that's the biggest thing lacking in an otherwise cool…
Avast ye, landlubbers! The contrast between his shirt and flesh is a bit weak, on a casual look it's hard to see where the shirt ends and the flesh begins. The arms and legs have way too many roundness edges compared to intersections. Perhaps trim out a few edges there if you want the polycount lower. I suppose it's for…
the lip and chin are too far forward, making the profile appear odd. also, the 3 edges at the tip of the nose give it a sharp unnatural shape, take one out. use a profile image as a reference to get the right shapes. here are some other areas that should be retouched: as well as some lines to suggest preferred edge loops…
Ah yes the invisible edge thing! This can be a major pain in the ass in max, as max seems to render the quad without respect to which way the invisible edge is facing. You would think it would be smart enough to render it correctly. I've had to "debug" issues like this by going in and turning edges after i've baked to get…
Thanks for all the great replies everyone! My process for tiling goes something like this; I offset the texture so all four sides wrap around, and then I pick an area and use the clone stamp with a soft edge, use the patch tool, or I try and Ctrl copy the edges so they match each other using the selection tool or marquee…
Sorry guys, I can't agree on the green lines. Now that I know what they are I understand, but it still doesn't look like what it's suppose to be. The effect you are trying to get with the lines is best described by keeping some of the paint's hard edges, as well as creating lots of damaged fringes , almost like buckshot…
It just looks as though you have soft normals over a sharp angle. First off, go to normals>unlock normals. Then select your object in object mode and do normals>harden edge. If you want to soften some of the edges, select them manually and set the normals to soft, or shift+right click on the model, choose soften/harden…
Hey, I meant to post this over on your thread at halflife2.net, but you seem kind of inconsistent in how you're modeling. Blade A for instance has an edge that goes down the middle, which I am assuming is for texture mirroring purposes, but your others don't have that. And if you're planning on texturing each side…
You may want to try different wrap modes in the shader: repeat (traditional texture tiling), clamp (edge pixels are stretched out beyond UV 0-1 space), or mirror. More info and a pic: http://wiki.polycount.com/wiki/Texture_Coordinates#UV_Address_Modes