With subdividing you can keep sharpness by adding an extra loop real close to the edge you want sharp, and as with the shape of the armor, you need to sculpt it where it looks right subdivided but a little big and bulking before
[ QUOTE ] [ QUOTE ] Heres the High poly so far. Ive got no idea how I could make all the little holes and details neatly [/ QUOTE ] If you're rendering for a normal map, a lot can be handled by separate floating pieces. [/ QUOTE ] Hey thanks people, I am using this for a normal map so Ive got a lot of seperate floating…