Looks like you triangulated your highpoly? Either way, the constricting edge on that flat plane doesn't follow the edge nicely. Try insetting the top plane once to make that edge uniform.
Here my highpoly and lowpoly main prop and is also uved. I have empty space in my uv layout, i'm not sure how to fill it out without messing with the texture ratio.
Looks very good and we can really see you enjoy modeling guns : ) I wonder what material you use for your highpoly modeling- not the material for the renders, but for the modeling itself.
Blockmesh in Sandbox now, lighting is completely temp and awfully spotty, will be fixed when I start to wrap my head around interior lighting in CE3. Also, a quick highpoly render for fun :)
I know it's highpoly , the reason why i want the wireframe is that i want to learn , I'm at beginning and I want to see how you modeled it . Maybe I can learn something.
So I think I finished the highpoly, I'll be jumping straight into reworking it into lowpoly tomorrow morning, the stripes on the gun handle I think I'll do in zbrush or NDO not sure yet.
Try mudbox instead? a lot of people have problems learning Zbrush as it has a complicated interface. But you absolutely need to be able to bake from highpoly models to work in the games industry today.
Extremely well done for your highpoly. Great contrast in shapes, and medium/small levels of detail around the entire thing - no angle of it is boring or flat. Can't wait to see LP/bake results!
I usually bake exploded normal map and exploded ao. I also bake ao from only only poly to combine it with highpoly ao. There is difference between baking exploded and non.
My question is really stupid in my opinion but i just cant understand what to do with highpoly sculpt and low poly base mesh?Please help,and again sorry for stupid question.