nice model, but there are obvjois areas where it cna be optomized...
1) The barrel. You don't need to model the hole, skin that one, it won't reall be seen.
2) The forward ahnaggrip. Delete all those polys there, and jsut make polys where it will be seen.
3) The magazine looks a little high poly...
4) The erop of the gun looks like it has too many curves... you cna remove soem of those and throw a smooth group onto it.
1) the hole isnt going to be any longer; that's just for the renders.
2) there will be many polys to be seen; e.g. in reload- or drawanimation.
3) it is we'll see about that. my galil (galils got the same mag's in some way) doesn't have such "rilles"
4)what do you mean with erop? sry
Hmm, don't think you got what I menat... i'll draw it now
The red is what I was talking about in #2. You cna delete those, and manualy creat a poly only where you need it.
The green is what I was talking about in# 4 (i ment top *blush* ) You cna make that fewer polys, and add a smooth group and the gun will look the same, and be more efficient.
The yello was what I was talking about on the mag.. it jsut looks very dense, you should be able to do that weith a lot fewer polys
also, looking at it again, the trigger guard, marked in blue, looks a little poly heavy.
User view doesn't use correct (real-world perspective). If you were to stand on train tracks, you'd see the two tracks meet on the horizon because of vanishing points, like IchI pointed out. That's the most common example people use. User view has its own funky perspective where that illusion is corrected and parallel lines go on forever.
To the point: Make sure you don't render in user view. Also, nice model. I like FALs more than any M16 myself.