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>> No.742487 [View]
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742487

>>742472
ok, i've tried moving things around and adding a few more verts to the identified areas. I think i'm gonna have to re-UV and hence retex this, but i agree that the vert count was a little starved. I was trying to see how low i could reasonably go, but the few extra hundred verts i put in seem to help. I've only remodeled the right side, and i put it in AO to highlight the differences better.
any better?
>>742476
what you've got there is a good shape. if you just put it in flat shading and look at the shape of it, it's really clean and accurate. However, while edge flow and topo for hard surface isn't as important, you've got a lot of places where the verts are inefficiently placed, and you've got a lot of faces that will end up rendering weird (like the revolving mag, put the metallic reflective matcap on it, and you'll see what i mean). what you should do now is make a new model around your existing one, with better topology. it will be easier than it sounds, since you have a perfect reference to work off.

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