not trying to sound like a dick... but how exactly are planning to gather interest and members for a mod with no name, and no description.. well, good luck anyway.
welp, i must say you have incredible skinning skills :) the model itself looks nice too, i like how you keep the details where you can see them. i trust ur going to optimize & get rid of that center division? i do have a couple crits about the skin though. i think you should focus more on a...
haha i'm not gonna answer that just because that was such a ridiculous post.... I know it seems strange, but maybe post on garry's mod forums...? and not modelling/skinning for hl2....? just a thought. w2b guy... w2b
zbrush just has painting tools implemented right in it, and you can paint on the model itself without exporting uv's & such. i know people boast about it's 'awesome' ability to smooth models too for some reason, but what program doesn't do that -_- easier to get details exactly where u want...
you can also paint a normal map. you paint a grayscale (bump map) then convert it to a normal map (for photoshop u can use nvidia's dds plugin). also, since normal maps use the low poly model's projections, you can't use straight extrusions on ur model, or paint with a solid brush or it'll look...
the map filter, go to the render menu (f10), click "Renderer" tab, under Antialiasing, there's a filter dropdown. by default it's on Area, i'd suggest experimenting w/ different ones for ur renders (personally i don't use anything but Catmull-Rom for my scanline renders) :)
front/back proportions look nice, but the handle looks a little too wide to be comfortable, and the grip part under barrel is a little thin. but it looks excellent :D cool to see some original stuff people are doing :) also, what program are u using? bcus i know 3ds max uses that crappy Area...
i think the smoothing looks fine as it is. for some reason most modellers i talk to always insist on going overboard w/ smoothing, i think faceted faces are a good way of making low-poly areas look good, bcus it looks like it's supposed to be low-poly ;)
heh i understand what ur saying. i was the same way and sometimes still am. in retrospect, i was a lot more eager when i first started out, but i've definitely gained a lot more patience over the past couple years, which i think could be attributed to working on games. there's definitely a...
oy... since apparently you actually CAN make something, and aren't just some dumbshit who thinks he can code bcus he can do hello world -_- i have a pretty simple sword model you can use if u want. it's in Max form though. it's uv mapped but not skinned. if you need another format, leme know
oic what you meant pes, mb. you could bump map it, but there wouldn't be any parallax to it, so it would look more like a small black divot than a hole. parallax mapping would fix that but source doesn't support it :/
i'm not sure, but... in source, if you make a material w/ transparency, does light still go through it? if it doesn't, then it would just block the light on the model and you wouldn't see inside anyway. if that made any sense :/