Ok, gonna post a few links to mask images (the proper one this time):
http://www.cd-sportz.ch/shopping/shopx.html?d__JT_Spectra__ProFlex__05_thermal_black2170.htmhttp://www.paintball2000.de/news/details.asp?artieklid=775http://www.ad-paintball.ru/ru/catalog/detail.php?BID=54&ID=6064Now for the crits:
As you can see in the first link, the visor is thin plastic that snaps on above the rest of the mask -- there's an open space there, so make it detached from the lens in the front and instead make it essentially 0-thickness hovering above the mask in the middle (magenta). It also needs to be larger. Right now it's about flush with the rest of the mask. The mask needs to actually touch the face, not stop at the lens, so bring it all the way in and seal those gaps off (yellow). The lens also needs to go closer to the front of the mask (cyan). If you move it forward, you might want to push the rest of the mask back a little so it doesn't look like it's sticking out too far in front of the face. The dip around the nose area needs to be steeper as well.
The face of the mask actually sticks out a bit and overlaps the part that wraps around the back of the head (red). Also, the edge of it needs to be straighter (green), and the part that covers the nose needs to be brought together more (white). Suggestion: Orient your model so that it's facing the exact same direction as one of those mask photos and render it, then overlap the mask photo on your render with photoshop or something and adjust the transparency so you can have an exact comparison. Tweak it until you can get it as close as possible.
Also, I forgot to highlight it, but the neck of the jersey should be up a little higher around the back of the neck.
And the more I think about it, the less concerned I am about polygon count. I'd like for this to be on par with current gen and potentially next-gen games. The current limit on polygons/verts is 4096, but I can increase that. I don't want this to look dated in a year, you know?
And the SKM code seems to be fairly fast even without much optimization, so I think we'll be OK. Besides, we have LOD, so lower end systems can just use the lower polygon version. So long as polygons aren't being wasted on details that aren't visible or can be done with the skin, I'm good.