For a noob you have a good gun there, and its nice to see someone using a tutorial for a change. However, right now there are bunch of things on there that make the gun look (and I'm not assaulting you here) terrible. The gun is waaaaay too thin, in order to comfortably hold a pistol in your hand it needs to be a certain thickness, which that isn't. Basically, make it fatter. At the same time it is missing a ton of details all over the place that suggest that you don't have a deep understanding of how guns (at least pistols) work. See here:
Notice how the barrel is it's own steel tube that sits inside the slide? In order for the round to be ejected properly the slide goes back while leaving the barrel in the same place, which allows the spent round to eject out of the ejection port which has now moved into position and also allows the spring in the clip to chamber a new round. The slide then comes back, which sets everything back up for the next round to be fired.
Basically use a low poly cylinder for the barrel and model the detail around that. You'll want to model your ejection port in as well. It looks like you are using either a single box or a single "level" of plane on the slide when you should have many more levels.
What I'll suggest for you is this: trash that model, watch that Bernetta 9000 tutorial again and actually model that exact gun as you watch. After watching that I was able to make this (image below) without too much trouble (it did take me a long time, probably close to 20 to 30 hours work total and I probably made 3 or 4 versions of it before I was happy), so don't give up and just take some time to sit down and learn. Once you've done the Beretta tutorial I suggest you take a look at this one here. All 3 parts of it.
*EDIT* At the same time you seem to be confused in general about what bump mapping is for. Bump mapping is not where you thrown all the primary details of a gun on: you can't bump map a switch onto a gun no matter what. Dano would probably know better then me, but my understanding of bump maps is that you use them to get the extra texture-y goodness that would be impossible to model in (ex. the grain in wood or plastic or the scratches in metal) but still define the material/look of a weapon. Halo CE doesn't use FP weapon bump mapping afaik but you can bake the lighting onto the texture if you ever get that far.







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