bump maps dont exist in hl2, the grayscale one.
everything is a full normal map, so if you make a decale with a normal map it will simply apply it on the model, it dosent cancel out the model normal map since the bullet hole is a different entity. The metal bullet holes for example use a normal...
booleans mess up nothing, u just gotta clean em up since they split a lot of edges and make new verts. lot of somewhat more skilled modelers complain about ppl using em, saying its noobish. i personaly have no problem with em. use em, but its gonna make a messy mesh.
its an lr300, uses a ar15 recever with custom everything else.
http://www.gun-world.net/old/USA/M16/zm/Gerlun.jpg
the model is highly innacurate, some stuff is too small (everythign round the ejection port,), the little plate with the holes on the front grip is also innacurate, the back sight...
for a gun- one 1024x1024 MAX, anything more is just plain redundant. Also 2 256x256 for spec and normals, again if u make a 1024 map for spec and normals, you are officaly an idiot.
characters-depending on how detailed they need to be, 1 1024x1024 for body and 1 512x512 OR 1024x1024 (this is for...
if u dont know anything about compiling:
http://cannonfodder.chaosincarnate.net/download.php?id=StudioCompilerInstaller.pre.v0.2a.exe
this makes it easier. u need to export 3 smds though, 1 for the reference (model and bones), 1 idle sequence smd, and 1 reference smd with the collision hull...
lol mod tool is basicaly xsi with gay watermarks, a stupid shortcut bar at the top, uncustomizable interface and 7500 poly smd export limit. its xsi, but free...and most ppl dont know how much ass xsi kicks. im never going back to max (worst uv tools ever)
there is a standard, valvebiped, but only xsi has the valvebiped tool. The combine, rebels and css models might have some differences in scale or have extra attachments (cs, combine) but they are same in hirearchy, so i can merge all the animation files (css, hl2, hl2dm) with the model and it...
so far xsi kicked the ass of both max and maya and interface and workflow. Its on par with maya on strength (except mel) and better then max in ease of use. Can't comment on lightwave, never dug the interface.
from person experience
max: good poly tools, decent interface, crashes most often...
yea, u need a .exp file that can be used to export the model by the judges. This means u must rig and envelope (and possibly animate) the model in xsi. still, havent seen any decent player models made for hl2 from scratch, other then the dystopia ones.