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Mustang1943

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  1. Ahh, wicked!! I just added in the Edge Split modifier and it cleaned up the markings. It seems to be a half-way point between flat and smooth shading. The stock is all one polygon. Though I have also added new polygons for additional details, and likewise choosing between smooth and flat shading. The following image showing a final product with the use of both smooth and flat shading. in the various polygons.
  2. Not a bad idea. Would I have to put together a couple blender files, or can I do it all in the same file?
  3. I can't say that I have. That'll be something I should tinker with. In retrospect, and with in-game conversations, it's come to my attention that when it comes to in-game use, smooth shading would likely make it more detail intense than necessary. As far as real rifles go, it's not uncommon to see high end rifles with a more boxy look. If I proceed to make a match grade or display rifles where detail is more appreciated, this is where I would have to be more observant of the texture. For the purposes of this particular rifle, the flat shade is more practical. Since I will be getting more into the smoother textures as time progresses, I'm still interested to learn what I can.
  4. In the process if producing a tube with holes using Boolean, I would do back into object mode, and would see something disappointing. In flat shading it looks great. Though the smooth shading left some unwanted changes in geometry. For whatever reason, the process of inserting holes generates vertices and edges that render unexpected changes to the geometry of the final image. Such changes that if I removed them, it leaves gaping holes. I'm not above the notion that I'm simply missing something. The question is what. Even if the answer is "it's the nature of the beast." Thank you for your time.
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