Viewing the default checker pattern in High Quality mode will make it nice and crisp again. If you still have checkers stretching, it's because your UV shells are the wrong shape for its respective polygon.
I've updated the thread with some personal image dump archives, extra links and a smashing polygon table. Everything tries to relate in some way to hard surface topology or modeling. Peace out and enjoy!
Weak as in they don't pop out very much. Just multiply it in the material editor to make it a little stronger. And don't be afraid to add a few more polygons on some of the rounder objects like the fire extinguisher.
Actually this script did the trick. now the faces are almost unified. http://www.scriptspot.com/3ds-max/scripts/unify-flip-normal-polygons Thank you all for the helps I appreciate it very much.
WOW thanks guys.....I didn't realize how much polygons were wasted. I will re-work the model. @ZacD; I will assign different SG to the bevel and see the effect. Will update tonight.
It really depends on the amount of polygons you're willing/allowed to use for the lowpoly. But I think the parts what will give the most issues are the grated wiring, and that you might have too many tubes everywhere.
You mean selecting Elements? In Editable Poly just click on "element" (right next to verts/edges/faces) component type and then select any polygon to also select all other connected polys.
Too many polygons in the middle of the magazine. All those details could go perfectly in the bakes. Besides, as others have suggested. those textures need some more work. Especially the roughness map.
It's a nice model. As unique crit, you could have used pentagons and surely, you could have saved too much work and useless polygons. Love the way you show the model :D
It depends on what program you use. For example in Maya you can (in the Polygon Menu) go to Normals->Soften Edge while having the edge selected. In 3dsMax, you can use smoothing groups