Thanks guys that’s some really helpful advice.
I definitely see your point about not relying on turbosmooth to make a good shape.
Its probably good to start as simple as possible and then build towards more and more complex and complete base shapes as the denser the mesh the harder the build I find.
I do find as I’ve gotten better I tend to use more and more detail at the base mesh level so hopefully this is something I’ll keep getting better at with time.
As for tight vs Loose edge loops I think it depends a lot on how your shading and rendering the model. for this I intend to use Vray for the shaders and rendering so I’m going for a more accurate build because a Vray material with blended Fresnal reflection channels will highlight edges naturally and realistically. I always find it easiest to get realistic results in Vray when the model is as close the real life as possible.
Less physically based renders though I do think its better to have exaggerated edges and on game models its essential to the point where painting in a bit of edge darkening or lightening to the textures can really go a long way.
I’ve now completed modelling on the Eotech and I’m very happy with the results.

I’ve gone for the complete mesh approach everywhere except for the Windage and elevation Dials on the right side of the sight.
I didn’t see the point in adding another 50 thousand polys to an already dense mesh on a piece that’s internal.


I used a projection map on a basic red spotlight with limited range to achieve the holographic effect



Now I’m done with this Piece I’m going to move onto making some shaders for it and also begin work on a few more bits of equipment for the M4
The AN/PEQ-2 Target Pointer/Illuminator/Aiming Light

I’ll also have some new M4 pieces on the way soon.