But if you zoom close enough to the sharp corner as OP did you will see seams. My point was, that is acceptable because in real game players will not look that close to notice.
Lookin sharp ;) How is the terrain coming, i would love to see some really muddy textures here. Are you doing it with a single big mesh or terrain setups?
The positioning of the blade makes it useless. The sharp end needs to be pointing away from the weapon, allowing the weilder to make stabbing and slicing motions with it. As it is now they can do neither.
The sub-d modeling looks awesome man, the in-game tech doesn't do it justice (but still looks pretty sharp). The use of detail really makes it feel solid.
they look a bit "airbrushed and they lack "credibiliy" , the dirt is inexistent, thye seem a tad organic ...not enough sharpness. ill write more but im slightly sleepy, forgive me.
it bevels it automatically, just divide it to see, the edges stay sharp because it is putting extra edges at the border areas. do a global smooth for a more pronounced bevel effect.