Why not use subdivision surface modifier on this weapon?
I'm an Intermediate blender user, I have a good/solid understanding of the basics, And I modeled a few weapons, but I've always used the sub-d workflow. Is there any particular reason you went with the non-sub-d workflow? and just added bevels to the gun? I like this workflow a lot but it seems to me that sub-division surface modifier gives better detail. Unless this was meant to make things better to convert it into a low poly game asset
So why you didn't use the subdivision surface modifier?
Thanks in advance!