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if you click the [+] looking thing in the UV window to the left of the coordinate type-in boxes it switches it to offset mode or whatever so it will move your selection by whatever you type in, instead of setting everything in the selection to what you type in (like normal).
Looking back at the high poly/low poly I'm not really sold on the depth of the hole in the wooden grip/whatever in the front - modeling that into the low will help it read better. Some shadowing in the hole might deepen it up too, but right now its not reading very well in the normal - have you baked AO to overlay on your diffuse/spec?
The post with the finger screw thing on the right side (I have no idea what this is) would benefit from modeling the finger screw grip bit as a second cylinder, its losing definition and not reading well in the normal mapped version. It's pretty important silhouette too.
The textured grip-looking area on the rear of the receiver by the eye doesn't read well in the low poly at all, either - again a place where you'll probably want to do some serious enhancing in the diffuse/spec with some strong/enhanced AO to really deepen the crevices.
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