Check out the How u model dem shapes thread, the 'cylinder with holes in' has been explained quite a few times there. You didn't post any wires but my guess is that you need a much higher poly density to support the holes without pinching (i.e. increase the amount of sides to that cylinder)
edit: ah, was reading the thread wrong. You do have some pinching though, not sure if you want that. Like others have said, modelling the holes would be the best option for first person usage, maybe a shell modifier as you'll need the frame to have a thickness
It has to be said, but your topology is a mess. It will work, but don't take this the wrong way - you could have done a far better job. Try and solve a problem with as few steps as possible - I can tell by the vertices on the left that you're manually moving vertexes around, when really you should be achieving these shapes with as few steps as possible - just inputting values and moving sliders and using basic modifiers. By all means move on if you wish, but from one artist to another, don't accept this as the best you could do.
It has to be said, but your topology is a mess. It will work, but don't take this the wrong way - you could have done a far better job.
+1 Yes, even on your high-poly the poor topology is very apparent even without the wireframe. All those pinching artifacts around the detailing will transfer to your normal map. You might be lucky and hide them in your texturing, but it would be far more beneficial to you as a modeler to learn how to properly model(especially when using sub-division surfaces)
Adding details/cutouts to cylindrical topology is notoriously troublesome. That's why it's a good idea to model it as a flat plane and use a bend modifier(or the equivalent in your 3d package)
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edit: ah, was reading the thread wrong. You do have some pinching though, not sure if you want that. Like others have said, modelling the holes would be the best option for first person usage, maybe a shell modifier as you'll need the frame to have a thickness
i spend a lot of time on it but finally did it
By all means move on if you wish, but from one artist to another, don't accept this as the best you could do.
Yes, even on your high-poly the poor topology is very apparent even without the wireframe. All those pinching artifacts around the detailing will transfer to your normal map. You might be lucky and hide them in your texturing, but it would be far more beneficial to you as a modeler to learn how to properly model(especially when using sub-division surfaces)
Adding details/cutouts to cylindrical topology is notoriously troublesome. That's why it's a good idea to model it as a flat plane and use a bend modifier(or the equivalent in your 3d package)
Here's a vid tut I did a few years back on this very subject. It's old and 3dsMax, but still relevant:
https://www.youtube.com/watch?v=9JhVFg1idUU
how do i create a pichless highpoly of this