Looking at it closely, it looks as if a majority of the edges have a small bevel on them to give a hard surface look to it. I have modelled the basic shapes and details of the weapon, and now I need to make it look like a hard surfaced model. I also have a subdiv surface on the model (currently set to 4, going to make a very high poly version and then bake the details to a normal map for a lower poly model).
My question being, is having the subsurf modifier necessary for a model like this? I intend to go through and add all of the little bevels to the model to represent the same sort of look in the reference image, but I'm just not sure whether the subsurf is even necessary?
I have seen other models without subsurfs, yet they have a hard surface look to them.
To try and summarise/clarify what I'm asking, is it necessary for me to use a subsurf modifier and then go through and bevel edges to create a hard surface look? Or can I achieve the desired look without using bevels and a subsurf modifier?
Also, in the .blend file, if you look at the barrel and the trigger that is the sort of method I was going to use to achieve a hard surface model. Not sure whether it is a very effective and or correct way of doing it.
note I’m not planing on using this for a game, I am baking the detail for a normal map so that when I use it for renders it isn’t super high poly.