Goal To improve my understanding of non-destructive game asset optimization and topology, I'm modeling a pistol with the intent to work effectively in VR. I like this as a stress test of my current skills, as guns are perhaps the most crucial asset in a visually appealing shooter. VR is notorious for it demanding…
Did you use reference pictures for flat angles such as this one for example? The gun looks very lopsided and some sides are too thick, generally you want to set up multiple reference pictures for several orthographic views and either trace directly if you're making an exact copy of a real gun or use them as a general shape…