Dang that is a sweet model. Though, by polys do you mean quads or triangles? So high poly, and a little bit of questionable smoothing, but it's still fricking sweet.
Looking at your reference, I think you need to remove some of the ridges from the front stock. You might want to take some of the polys out of the barrel and put them in the two grips. Try and think about what the player will actually be able to see.
Good start though!
For proportions I think we could use a dead-on front view. It's a little hard to guage things when it's at an angle. That being said, it looks to me like the neck might be a tiny bit too long.
Oh and I tend to just ignore Ichi, he never likes anyone's models.
For a first model it looks good. I might suggest in the future trying to get the most out of the space in the picture. You could turn it a little so that it takes up more space in the image, therefore giving us more to comment on. A little less compression on the jpg would be good too.
What I meant before is that I never had found a picture of it with the slide back, so I didn't know how exactly the barrel attached to the rest of the gun.
*edit
Thanks for the links
Aside from the shading errors and the before-mentioned folding stock issue I think they are coming along fine. The grip on the glock might could use some help though. It's a little on the blocky side.
I think it's coming along nicely. Some wires would help us crit it a little more though.
I've actually been working of a DE as well, but there were a few parts I couldn't find refrences (under the slide and such). Your model helped clear that up a little. Thanks!
Like everyone else already said... that concept art is friggin awesome!
Th only thing that jumped out at me with the models was the sharp edges on the rifle. It seems a little off how the prefectly flat sides go to being all smooth underneath. But maybe that's what your future rifle is...
That cookie pin thing you've got going on could be solved by making the middle hollow. That way it would be a ring and not a disk.
As for the mac 10, I'd say you're doing fine for a beginner. Rounding things out may prove tricky, but it's worth putting effort into. Keep it up man, you'll...
Lightwave works similar to the way ORB does it. As long as the hi and low poly models have similar UV maps, all you have to do is run the command and it spits out the normal map as a TGA.
I've played around with normal maps a little so far. I think it'll be great for future games (and current mods planned for those games). We'll be using it in our mod to some degree, but I'm not sure how much added detail you could get by normal mapping a mafia guy in a suit :)
Faces and...
That's a dang fine mech-tank-thing. Sweet job on it.
You might could redistribute some of the polys from the nipple area on the players model. Looking good so far.
Here's the latest from our new texture artist:
Sorry for the size, but I wanted it to load fast.
For the large shot look here: http://www.hit-squad.net/weapons/miniuzi_skinned.jpg