Sure. Here are a few that might help you.
http://dfuss.monsoon-studios.com/temp/MP5Trademarks.jpg
http://dfuss.monsoon-studios.com/temp/mp5rearsight.jpg
http://dfuss.monsoon-studios.com/temp/mp5frontsight.jpg
Edit:
I don't recommend using the Optimize modifier. It makes a real mess out...
Valve uses XSI for their models, but any decent 3D package can produce similar results. It's all up to the artist. The only tip I can provide without looking at a model and helping with it is to keep trying. There really is no magic bullet, you just have to keep working and eventually it'll just...
Looks great to me. I would take a look at the rear sight, though. I have some pictures if you need them. Also, the bars on the stock look a little too thin. Aside from that, you have a very nice model here. Great work on the shape, but the wire shows a lot of mess. If you spend some time...
That'll do it. Give it a go and I'm sure you'll enjoy it. Anyway, if you have any questions, feel free to ask. There are plenty of us here that are willing to help beginners out.
This post strikes out on so many levels. Not only is in the most inappropirate forum of the entire message boards, but it's a question asked over and over. Anyway, the short answer is no, we don't. The only official information available is "holiday 2003." That is, of course, if you're talking...
You're on the right track, but you still have a long way to go. Take a look at this thread where I explained one method of rounding handles: http://www.halflife2.net/forums/showthread.php?s=&threadid=10151 . That should get you going on that. You can apply that technique to rounding other areas...
I can't tell without a wireframe, but it looks like you did a pretty good job of modeling it. You need to work on the anatomy of it now to make it look more human. Try out the references at fineart.sk if you haven't already, they're a huge help when you're modeling heads.
First of all, you need to calm down or else you're going to get irritated and give up. Nobody knows how to fly an airplane the first time they look at a cockpit. All of those buttons, controls, and options can look pretty daunting to learn at first, and requires patience and time. Read the...
I used to run Max 3.0 on my old Pentium2 400 Mhz with 128 megs of ram. I don't know how well the newer releases would run on a configuration like that, but using it for low poly models isn't very taxing to the system. If you ever start creating high polygon models (over 20,000), you're going to...
You have to think about how it's going to look to the player after seeing the 10,000 polygon model up close, and then going into a group of 6 of them up close and having them LOD to 3,000. You are correct about obsolete limits. However, the above problem still remains. If the player walks into...
Issue #3 is a good one. Soon enough loads of new people will be asking the same questions over and over, many of them not being as friendly as the people now. Instead of preparing for the worst with them, perhaps we should write up a FAQ as a community for their benefit, and ours. There will, of...
The polycount and high end feature issues really depend on the type of mod and the audience the mod-maker is aiming for. It also depends on each particular object, as certain objects will work better with normal mapping, while others will look better by just using those extra polygons...
Why do you even bother to post, IchI? Those words are the contents of every other post you make in this forum.
Anyway, I think it looks very nice so far, and will only get better as you continue working on it and make the new arms. Nothing else to say really without a wireframe and a triangle...
Boolean operations are just fine as long as they are used properly and the time is taken to clean up and fix the mesh afterwards. I do not endorse booleans, however, but they aren't always bad and some situations call for them.