HK G11 low poly almost done. Went pretty damn high on this one because I want to get some good macro shots and not have to worry about faceting. Vacation over, back to work! #3d#b3d#hardsurface
Something I continue to experiment with in my projects is the Plasticity to game engine pipeline. I really love Plasticity for fast hard surface modeling.
I mentioned before that I've been using the bevel shader in production models with Toolbag 5, but I've also been experimenting today with bevels in the G-Ready blender addon (shown below).
Really pushing the values and having it still hold up is *amazing*. I will likely use both, but I'm smitten.