I realized I haven't uploaded the reference I am using so here it is. Also a small update. I am working on making some of the pieces nice and smooth, but I have to fix up some other pieces for topo reasons and accuracy reasons.
Alright so I'm back to it and I have some updates! It is currently in Substance Painter getting textured. This is just a quick block out of colors and materials that I have so far. I'd appreciate any critiques!
Try adding some geometry so that we can't see right through the missing backfaces in the barrel cut outs.
The tiny, uniform size edging is pretty terrible, I'd suggest making less of it / larger / more variation, and only on outer edges where it would make sense for moving parts to contact.
Thanks for your comments Redrogue! The geometry problem with the missing backfaces is a well known issue. I plan to render this in Marmoset using a 2 sided material like images above my previous post. Looking back at it now, im not sure if this was the best way to go about this. As for my next model, I will probably just add the geometry. The edge wear was just a base, and in this update I got rid of almost all of it. Check out these new images!
You should probably make the inside of the front where it is visible through the hole, I don't know if you just plan on having faces two sided but that would look very lazy.
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Like the rear of the frame, http://pictures.gunauction.com/573/13939813/20160515154032-8571.jpg , could use some curvature or an angular bevel instead of the flat strip it currently is. Also a revolver hammer usually looks like this under the surface: http://michigancenteroutdoors.com/sitebuildercontent/sitebuilderpictures/webassets/Taurus_85.jpg , a deeper cut into the frame to show the circular rotation base of the hammer visible would be good improvements.
Try adding some geometry so that we can't see right through the missing backfaces in the barrel cut outs.
The tiny, uniform size edging is pretty terrible, I'd suggest making less of it / larger / more variation, and only on outer edges where it would make sense for moving parts to contact.