I've been modeling for a little over 2 years now, I use solely Blender for modeling and Paint.net for textures. Feel free to post comments/crits on any of my work, however, the further back the pics are, the older they're going to be.
Modeled for a mod not on ModDb (yet)
This is an M16 SP1, it was made before the A1, so it doesn't have a forward assist or a magazine release cage, however it does have the birdcage flash reducer instead of the three prong
The model is 2687 Polys, 4721 Tris
wie machste des denn, dass die ecken so rund sind?
Auf welchem teil? Am meistens benutze ich subdivision ('W' Key Menu)
So all your models are made by Blender? If they are they look cool. What type of modeling do you use? Box modeling? Polygon modeling? Would like to know some methods.
Here's a brief overview of the process I made for someone else:
1) Find a ton of reference, from the receiver to the fire selector, make sure you have a perfect mental image of the weapon before you begin (I know this can be hard with chinese weapons, but the QBZ-95 is fairly common online) Also make sure you know what each part does, this can influence modeling detail (an example would be the bolt release on AR-15 based assault rifles, it's often way too small because people don't know how important it is)
2) Using 2d reference for scale, build a low poly mesh that includes all of the major details, try to get angles and shapes perfect before you move on. DO NOT trace the side view, extrude and go from there, it is counter productive
3) go back and slowly add polys where needed to the major details to get them up to the level of detail desired (for example, adding the sight channel to the carrying handle)
4) add smaller details, start with more important ones like the fire selector and magazine release, then move onto bolts and holes in the sides
For actual editing, I start with primitives, generally cubes/cylinders, then subdivide, extrude, and scale where needed
Thanks for the reply going to try your methods.