yeah it's a mess....for one smoothing group there's a ton of redundant vertices all over the place, probably better off just clearing custom normals then manually cull instead of solely rely upon an automated operation like decimate?! hmm....I'll post back with a result after I skim that file!
I saw it, thanks.I imitate your wiring,The problem has lessened, but it remains. I would like the effect to look like this,Or maybe this is an effect that cannot be done?
How do I model these ridges on the side of the gun with the best topology? Like all quads or whatever? Not floaters, preferably. Also, is there some way to do this with, like, spheres or something? Some decent algorithmic way of making ridges like that? Thanks.