For judging to be fair, the theme shouldn't be as broad as directly relating to HL2 or a modification. Obviously, someone doing a 2,000 polygon weapon isn't going to stand a chance against someone doing a 7500 polygon alien or an assault buggy in judging. Everyone needs a more specific theme to...
I like the idea, but I don't know about the sequences. I really don't have time to rig and do some animation sequences along with the model, and most of the people here probably do not know how to anyway.
I didn't mean to imply that high poly modeling was easy, because it certainly is not and requires a lot of skill and knowledge to do it right. However, I find it more difficult to create a convincing human character that has a good silhouette with 1500 polygons than it is to create one with as...
I disagree. It takes a lot of skill to make a model under restrictions and have it look like a higher poly model. Anyone can take the time and use as many polygons as they want to achieve a certain shape.
Physical prizes aren't really necessary for a small contest such as this. I'm sure many of the people here would be happy with a sticky topic with their name on it as the contest winner. Inside of that topic, allow the winner to promote their website or their mod to give them some publicity.
If you can't use the program for more than an hour and a half and you are unable to save, perhaps it's time to try a different program? Both SoftImage and Alias offer free lite versions of their software, so give them a try.
Very nicely done. The only thing that I feel could use some work is the polygon distribution; the hood has far too many polygons compared to the rest of the body. You could save plenty of polygons there and end up with a cleaner and neater mesh in the process.
Those numbers look about right to me. However, as the others have said, always use as few as possible. That doesn't necessarily mean skimping, but just make every polygon count.
Don't take parts from other models and add them to yours. Instead, decompile the model in question with Milkshape to learn from it and create the parts yourself.
You can download Milkshape here: http://www.milkshape3d.com/
It's free for 30 days but only costs $25 USD to register it afterwards.
Clone the model and then apply a "Push" modifier of .01 to the clone. Then create a new material and check "Wire" in that material's properties and apply it to the clone.
I can't comment on the anatomy at this point since I don't have time right now to look at some horse anatomy pictures, but it looks to be nicely modeled. If you want any crits on the construction we'll need to see a wireframe.
You need to work on your mesh flow. You can't just slap extruded splines together and expect the model to look nice. Look where the rear handle meets the body and where the front handle is just stuck to the bottom of that cylinder. Keep in mind when you're modeling that the parts need to flow...
I agree with endorphin. There aren't enough small details to require the use of a 1024x1024 texture on that. The size difference isn't really going to have a great impact on it since it's mainly just open texture. I suggest resizing to a 512x512 map and comparing it to the 1024. I don't think...