I agree with Blasoid. The grip of your model is hard edged. I have yet to encounter a handgun, rifle, or other firearm that isn't a gentle curve around the grip where your fingers and the base of your thumb wrap around. In addition trigger guards typically have a taper on the outer rim. Right now, the grip could never be…
I think you're starting out with way too much rez on your model. I'd recommend just blocking out the mesh - meaning you're keeping the mesh really simple, starting from a cube and making all the shapes required with a low amount of geometry. After you have all the pieces in place, you can then start detailing, adding…
The wood and leather is beautiful, but your metal axehead appears to be made from wood. I'd study lots of photos of axes to get a better idea of what worn metal looks like. I wouldn't bother trying to sculpt rust pitting as that can be done much easier with textures. Steel is pretty durable. You can see here what a chipped…
I really like this scene. It's also one of those times I can quickly spot and articulate bugs. Circles and numbered the areas in this pic: http://imageshack.us/photo/my-images/834/pcrit01.jpg/ 1) Noticeable gradient lighting seam. Should be easy fix in texture. 2) "Whispy", curved shapes, not planar. The tree on the left…
In order for wrap mode to work properly, your plane has to be within ZBrush's unified space. If I remember correctly, the default Zbrush plane is the right scale, but it doesn't subdivide properly. If it's not in the right space, then your brush wrap won't work as intended(sculpting on the right edge carries over to the…
Few things jump out at me. For the texture, the normal map isn't translating very well when the diffuse map is applied, mainly on the small details such as the rivets and the black strip things. You can help that by deepening them in photoshop, and also by using the spec map to bring out the normals more. Use a tool like…
[ QUOTE ] Not to sound mean about these, but the edge flow is really sloppy. You need to make sure you have a clear concept of these and get the anatomy down on 2d first before modeling these out. Then study edge flow from some really good models to make these look better. The male looks better than the female, the anatomy…
I usually just have Editable Poly (converted from any useful primitive), then Symmetry on top of that, then Turbosmooth on top of that. I try not to ever put any Edit Poly stuff on top of Turbosmooth, only ever parametric stuff like FFD (same as Maya's Lattice deformers), or Bend/Twist etc. Stuff that won't be affected by…
[ QUOTE ] [ QUOTE ] I think a simple shaded view for the UV editor would do wonders for Max and Maya. If they could add in the colored stretch checking I don't think I would have a need to check out other programs such as this. [/ QUOTE ] Max does have a display mode that shows UV stretch. Turn on "Show Edge Distortion" in…
Max Pros: - connect tool - edge extrude with shift - snap tools (compared to maya) - mirror tool (compared to maya) - UI not as cluttered - shell modifier - autogrid(better than make live in maya) - biped Cons - material system (kinda limiting at times) - broken cut tool - x-form(equivalent to freeze transform in maya)…