I've done a lot of tweaking, and will be doing more later on in the process. Example - I need to move the cheekbones because they're not in the right place (although having them is an improvement over previously). Updated render below (haven't touched it yet today - the other pic is just old):
Side pic. Edge loops look good so far except that you've some some weird nGons in there. Everything should be in quads, if you can manage. If you can't, mostly quads with some tris. Pentagrams? Only for summoning demons, not for modeling.
Apparently certain people are right that I can't keep a secret to save my life. But I can make you work for it, at least. Gotta guess who he is. This will give me an idea of how well I did...
"It is good to know that Jack has thus far survived the reaper invasion. I have amusing memories of her attempts to insert additions into my reports to the Illusive Man. Most of them centered around inappropriate uses of the word cockpit."
Shouldn't use the source files anyway. Custom material is always better when custom. Use placeholder textures now and we can figure out later what needs the custom-touch to make it A+.
I hate UV mapping. But I'm determined to make this a good, efficient map, with ONE texture. So it will all fit on one map. Probably 512x512 (I don't think it's necessary to make it larger... but my "ooh ahh" nature may cause my mind to change before painting).
My idea of an easter egg might be different from some people. Put in too many that are easy to find and they lose their charm. I don't think there's such a thing as too many, but if you want them to be legitimate easter eggs they need to be not in obvious places.
Haha I have one custom player model in my base folder - my own. And don't worry, @@eezstreet, I find a lot of things Raven did/didn't do to be retarded.
Hm, haven't gotten that error myself with the M8. I wish the community had done more research in the past few years to determine what causes that error and why (and why some people get it and some don't).
For user acceptance all the lights should have SOME kind of source (example a blob of light shouldn't appear by itself, but a blob of light coming from a torch or lightbulb would make sense). As for HOW to technically do it, I'm not a mapper so I have no clue. We do have a lot of good mappers here that I'm sure can give more insight. Being able to do good lighting would be an invaluable skill and can take a map from good to astounding.
The lighting needs a lot of improvement (although it's by far not even remotely close to the worst that I've seen) but I really like the fundamental look of it. Looks very nice and with some really nice environmental lighting I think you'll have a real winner on your hands.