Try to up the lightmap resolution to 32 or 64 in the concrete barriers properties and do another render see if there's a difference. If it's not the light map it could be the indirect light in your dominant directional light that's blowing out your shadows. Try to lower it a bit.
Thanks, actually I found another solution - I created float limit controller for Y position of the root bone and wired it to a trigger I made in the scene so it sets upper and lower limits to zero. Thanks for your input anyway!
The problem with a portcullis is that it needs to be raised/lowered from a height at least twice as high as the gate. You could add a pair of tall columns, I suppose, or a gatehouse, but it might be simpler to change to a swinging or sliding design, or even something like a drawbridge.
Here it is with more leg armor. I did this pretty quick. I don't like how it looks right now. Anyone have any suggestions on how to balance out the lower body without going as extreme as I did here?
The Picatinny rails look a bit funny: the bottom of the rail is flat. And, if we refer to the above picture, stock looks a bit plain. If we had an overall picture of the weapon (lower FOV, minimal angle), we can judge a bit better.
Also a testimony to how well optimised that engine is, I can run it on my temporary machine (an older laptop with an 840m) - and it runs 50fps+ and looks stunning, and it doesn't feel hindered by the lower end hardware as some other games and engines do.
The newer versions of Max are prone to Stack Corruption, 2011 and lower shouldn't have this problem unless you imported a mesh through an an already compiled model in an iffy format. Other then that however, the newer versions do stack this issue pretty quickly.
I think Neox is onto something. The weird thing is that the body texture has a head included. But I think it is only used by the lower LODs. For the head you have there you'll probably want to pull out the Sniper_head.vtf and apply it. sniper_blue.vtf sniper_head.vtf
lookin good so far, nice detail in the pillars especially! Don't think I'd bother with alphas though, maybe a plane with normal map details and a subtle emmissive on the glass? I'm thinking in a lower polly sense though as usual XD