Great tutorial! The way you explain n-gons vs triangles vs quads in hard surface modeling is super clear. I especially liked the visual comparisons showing how each impacts shading and edge flow. For anyone working in 3ds Max, understanding when to use quads vs n-gons can make a huge difference in smoothing and subdivision.
Would be cool to see a follow-up demonstrating common pitfalls (like hidden n-gon artifacts) and how to clean them up in complex meshes.
Would be cool to see a follow-up demonstrating common pitfalls (like hidden n-gon artifacts) and how to clean them up in complex meshes.
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Also, rifle is fine <3