Hehe.. I planned on modeling one of these sometime soon. The silenced version with the leather wrapping, though ;) Looks good! The stock looks a little flimsy and curvy though?
Don't you guys have mipmap bleeding issues with tiled texture atlas ? Or is there some shader magic to precisely wrap textures ? Like a clamp at "subtexture" level ?
My initial instinct would be to use the Skin wrap modifier to link the beard to the face (with morpher applied) and snapshot my face+beard blend shapes from there.
So here it is after all the emissive, lighing, and post process changes. I have to call it a wrap for new but STILL plan on coming back to it in a few weeks...
I'd say try to stop thinking with lines in front/side views, and try wrapping your head around planes tilted in space - It will be much easier and accurate.