I'm not familiar with the app, but I'd recommend starting over and using photo reference/3d scan reference in conjunction with 3d anatomical visualizations. Also be wary of your overall mesh density. It looks like you're getting too high in your subdivisions before adequately defining forms.
Your low poly is too low! I'd go back and fix that. Need more sides on those cylinders, and I'd model those indents, since it's meant to be a FPS gun. Texture looks too noisy and doesn't help define materials. Start from the basics and then build up!
Since the Color Settings dialogue window was shown further up I think this might be worth mentioning. Definately something I would change on any computer intended to be used to create graphics for computer games. This is regarding sGray and working with the alpha channel in Photoshop. http://retrofist.com/sgray/
End result looks good. However, why so low geo and why did you choose to UV map the object this way? There is a ton of wasted UV space. Do not be afraid of separate UV hulls. Some of those bangs and dents deserve geo to define itself more.
I hope you were being sarcastic... If you define a couple of fictional universes to be part of our culture (instead of more real-life achievements that actually have value and changes on a socio-chronic scale of things), then we do have dark days indeed ahead of us.
Ok. Thanks. I'll check out the spline tools in Max. Just tried Adobe Illustrator. It has a tool called Image Trace which does a pretty good job in converting a bitmap image into vectors with just a click of a button. Very useful indeed for well-defined shapes.
Looks like its been a successful project, congrats on finishing it! Final render's looking good, but composition could be improved. Because of the defined horizon in the background my eyes are being drawn to her mid section, distracting from the upper half of the body where the focal point (mostly) is.
Hey. Looking good, but if I were to be critical I'd say I think things are all reading just a little flat to my eye. I think I'd like to see more work in grayscale and you establish your values to define the planes a little better everywhere.
Thanks for the feedback so far. I will definately improve on the points that have been pointed out. What I would like to know is whether you feel like anything is missing? Can I delete this thread somehow btw? Ill repost the question over in Pimping and previews.
the blade is coming along nicely, but what kind of material is the yellow stuff? find out what defines this material you are after and you should see what needs to be done.right now it feels like some yellow stone. same with the crystal, whats that? red rubber with wear on the edges?