I'm just wondering what cases bad smoothing in Max or Maya? I've notice when in both that you'll have a crease line that clearly shows the Tri on a Qud and extremely dark areas that look like that they are warping.
An example Warping effect along with Wireframe that is happening around the slide.
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You've got two non-planar convex polygons in the mesh, which is going to cause issues unless you triangulate it properly.
The two polygons on the body at the top of either side of the casing ejection port.
So you can tell that the top-left two verts in that polygon are both joining to the bottom-right vert of that polygon, which is causing shading issues as they're nearly overlapping each other (top image).
You want the triangulation to be at least like the bottom image to try an even out the shading.
Same for the other side, although it doesn't look to be as bad.
Same with that bad shading in the middle of the grip indents - you've got a quad there that has a triangle whose points are collinear. Turn that edge so it connects back up the mesh to where the other verts join.
I think you may be confused about the purpose of a high poly. Usually you will be using subdivision so you can get nice rounded edges in your normal map. You wouldn't really make something like this and then just made LODs of it.
I think some old games use this kind of method of creating assets, like Fallout: New Vegas. I'm not sure, tho.
Believe it or not i did try this and the result were the bad smoothing being push into a box space, although that being said i haven't tried doing it horizontally instead but that will increase its count.
Team fortress 2 but that being said i've got a huge limit in relation to Tri and Polys.
I actually removed those while working on that and its why n-gon is there, normally its a few quds.