See above.Yes I am, and if you don't mind, I would like to offer some crits on your model.
You didn't mention whether your goal was to bake a normals map from your model, but in it's current state I wouldn't recommend it, as your edges are way too thin.
No. There is no goal to make a low poly. I'm busy with plenty of other things. However, there would still be no issue with baking. The edges aren't as thin as you think, you just happen to make your loops extra loose. Which makes it look far more cartoon-y than the original.
They will show up as only a few pixels in width even on the highest resolution textures, and will become pixel soup at any stage lower in the mip-chain. In general, thicker edges also just read better in CG.
"Read" better and "look" better are two different things.
Here is an in depth explanation.
Cool, even though I can guarantee most of us have seen both of those. You don't have to worry about posting tutorials here. Most of us can find them on our own if we want to look for them.
There are certain features which I decided to exaggerate for the sake of making a more intersting model. The goal wasn't to completely recreate the BR.
Then call it something different? Go completely different? Why call it a Halo 4 Battle Rifle if you have no interest in recreating it. It's just automatically going to be compared to the original.
As for propotortions, thank you for the crits, some of the proportions on my model (a WIP, BTW) do come off as awkward. I am still working on the stock. (I am close to finishing my High Poly model )
Here is a better look at the Grip from an earlier stage of the model:
The grip is still far too fat. It does follow a better design than mine, however it's still beyond uncomfortable looking.
There is no need to be condescending.
There is. The model is a good start, but it's nowhere near a final look. If you know so much about modeling, you should be able to see that from a mile away. Also you won't ever learn anything if everyone shoots rainbows out their ass for you.
For this model, I am practicing modeling without the use of floaters, and as such, the topology will be messy, but the model is more accurate as a result, I will get less projection skewing and the AO will bake more accurately. In the end, no one will see the topology, especially through the bake on a low poly.
Again, if you're so familiar with baking normals and working with making a high to low, then why not use floaters? There's no issue with using them on generally flat sections, which is pretty much all of the BR. You should know that. Projection skewing with AO? What are you doing wrong? If you set it up right you shouldn't be running in to a problem like that with baking normals.