The scale is out of wack. The pistol grip is far too big, the EOTech is far too small. The magazine doesn't appear to be curved and your Picatinny rails aren't modeled correctly (They look like this: http://photos.imageevent.com/smglee/cltactical/huge/NATO-RAIL-Feb-08.jpg) Also the cylinders you're using are way more detailed than they need to be. I suggest using no more than 16 vertice diameter cylinders for things like the barrel, and buffer tube. You can use smoothing groups to make them look like curved surfaces without ridiculous poly counts.
I'm not trying to be harsh, or cruel. I'm offering constructive criticism. I'm learning to use Blender myself. This is a gun I'm working on now: http://s885.photobucket.com/albums/ac52/105killstreak/Blender%20Modeling/?action=view¤t=AK-1260.jpg
When it's done it'll have around 9000 polygons. Mostly due to various optional attachments like a grenade launcher, and reflex sight. I'm making this for a game engine that does not currently support normal mapping. If it did I could fake detail, and save a few thousand more polygons. I work off a picture of the real life weapon to ensure that I get the proportions correct. I suggest you do the same with your weapons.
1 comment
I'm not trying to be harsh, or cruel. I'm offering constructive criticism. I'm learning to use Blender myself. This is a gun I'm working on now:
http://s885.photobucket.com/albums/ac52/105killstreak/Blender%20Modeling/?action=view¤t=AK-1260.jpg
When it's done it'll have around 9000 polygons. Mostly due to various optional attachments like a grenade launcher, and reflex sight. I'm making this for a game engine that does not currently support normal mapping. If it did I could fake detail, and save a few thousand more polygons. I work off a picture of the real life weapon to ensure that I get the proportions correct. I suggest you do the same with your weapons.