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Note - I couldn't find the original refrence, but this is the same knife in a good enough pose: https://www.huntdowngears.com/pub/med... --- A candid example and explanation of hard surface modeling high polygon props for games. In order to make a current generation prop for a game, you will need to create two models: 1. The final game res (lowpoly) model that will eventually be imported into your game engine of choice. 2. The highly detailed high res (highpoly) model which is used to establish the overall details and shading of the prop, which will then be transfered (baking) onto your game res model. This video describes an introduction to the basics of Step 2: Hard surface modeling high polygon props for games. Sorry for the microphone quality, I don't make videos like this professionally, so I do not have fantastic equipment for recording etc. Timestamps: 0:00:00 - Intro and Summary Theory: 0:01:35 - Explanation of the core issue. 0:03:33 - Edge control technique 1 - Subsurf modeling. 0:08:33 - Edge control technique 2 - Bevel modifier, and edge bevel weight. 0:13:48 - Edge control technique 3 - Stacking subdivision modifiers. 0:16:30 - Edge control technique 4. - Remesh + Smooth corrective modifiers. Prac: Modeling start: 28:06 - Knife blade. 1:11:10 - Handle 1:25:59 - Handle +Simple Deform modifier 1:35:30 - Handle + Boolean