w0lf3k wrote:Agreed, but still want keep it somehow at mid-high density for
this.
Ye which is why I suggested having the front end high rez, back end low rez, especially since this is going to have a round inside it and won't be totally see through 99% of the time, and will have a big shadow as a result down the middle.
Anyways, first of all, I would always advise to check backface cull on in the objects properties so the mesh draws the same as it does ingame:
Also in Customise>Prefrences, Viewport tab you should have "Backface Cull on object creation checked to" to make sure all new objects have this option by default:
Now you can more easily see hidden faces that can be removed like this one:
You also have a bunch of smoothing errors, mainly from the triangles not being setup correctly for bits of your mesh, should really get your smoothing sorted before UVing and good SGs can also help you with UVing too with selecting faces by SG etc to select elements you want to be stitched together etc:
You also have extra edge loops here and there which aren't needed, just messing up the smoothing and costing tris:
Seems you've sliced this bit, but then not welded it up and optimised it?
Should probably flip this edge to be the other way around? You should really define more of your edges across your model as many things aren't the correct shape since they are not defined and many causing your smoothing errors etc.
Without looking at the refs I would assume the pad should bump out a bit over this bump?
Not sure what these are doing here?
Unless your refs state otherwise, think the top of your rear iron sight could be a lot smoother, players eye is going to be right up to it in for the IS version:
With this block thing being smoothed all over, and being right in front of the player, it really should have more sides to its chamfer than just 1.

Really quick a dirty chamfer to show a bit more how it should be but tbh, I would do the outside of the box again from scratch with decent chamfers:
This I wouldn't model on and would just do by a normal map in the texture:
Also these little rivets I would collapse the every 2nd edge on the inner bit like so and will look pretty much identical as before while saving a few tris per each one, many parts of your model you can apply this to:
And ye as for your inner tube UV I mean this kinda thing, where the front is high rez, but back is low rez, freeing up a lot of room while still keeping it detailed:
And if your worried about the back being to low detail for the reload animation, which tbh, is the time your most likley to best see the inside, then you can add an edge down the middle of the inside which while yes, will increase the tris, will be worth the UV space saved if you use that centre edge in the same way, so the middle is low rez, but front and back are high rez:
But TBH, I would use the first UV optimization for the 3rd person model, where people are going to see in the front, but not in the back (other than in the back reload cone, will probably want to lower its back too the same way btw) but on the 1st person model, the player is never going to be looking down into the front of the barrel unless he plans on blowing his face off with it
As such for the 1st person model, I would recommend doing this:

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And 3rd person this, since they aren't going to see inside during the reload animation and can keep the back of the exhaust thing high rez too:
And apply the same principles to the other parts of the model with similar bits.
Other than that its looking good so far, just try and optimise the model more, fix up the errors and with the savings you make in the optimisations, you can add more smoothness to the bits that need them

I would say that the main tube right now tbh, doesn't have enough sides and is pretty blocky tbh for a 1st person model, can really see the sides from a 1p position, the scope is better but even that could be smoother too:
Right now your tube only has 24 sides where I would recommend an absolute minimum of 32, I would probably say try and aim for 64 sides on the outside and 32 or 48 sides for the inside of the tube and with decent optimization you can get away with that many sides but right now your model is not optimized enough for that many sides.
Hope that helps
