Wow! Thanks for the reply mate, that's a really clean result. I will try to replicate this and will have a read through that thread. Thanks very much. Rob
High poly should be fully smooth. In real life there's no such thing as a "hard edge", there's always a transition. High poly models should be made to replicate that.
Great suggestions! I'll start looking for some resources now and also work on replicating what I see, but breaking them down as you suggested! :) Thanks!
Ahh, okay. His paintovers were looking slightly different in places to me, which was causing some confusion. But yeah - those references were what I already tried to replicate.