Looks good for a first mesh. There are a few things I would fix, and a few modeling techniques I would employ if this was my model, but you are off to a good start.
I’ve been following this, but was hesitant to comment. I was going to wait to see what others would write regarding your last post above, but what the hell, I’m taking a break from working, so…
There are different ways to model, so I will just offer my opinions, and the style I’ve come to settle on. Others might offer you different solutions:
1. I was wondering if you were building this for DS/Poser, and since you have confirmed this you might want to look into techniques that will help your mesh look it’s best in DS/Poser for hard edged models. I use final mesh mechanical bevels (opposed to pre-smooth mechanical beveling technique). This, of course, is also dependent on if you will employ in-software Sub-d (DS), or not.
2. I don’t believe you need to vertex weld all your work together. I use to do this, but now I “combine/group” separate meshes at coincident location to form the complete model, including limited “poke through” mesh into mesh. I find this dependent on the mesh, and generally do not allow culled facets inside of other facets. Exceptions, for me, would be sword blade slightly inside of guard if I am not employing coincident vertex placement to avoid any gaps.
3. Quads, quads, quads… That’s all we ever hear. No, your mesh does not have to be all quads, but you should strive for (mostly) quads with good topology. Hint… If you have a well designed cage with purposeful triangles with one sub-d iteration in mind, you will get all clean quad loops. I employ this technique a lot when I am not completely hand cutting the entire mesh to completion. I leave tris as is where they are needed, or only recourse to quad conversion yields another complete quad loop.
Not sure exactly what you mean, but if you are saying you have two triangle shaped holes/gaps, I would suggest you fill them in with facets.
If they are hidden within the mesh, there is bad topology going on. If they are clearly visible, you might get artifacting in DS/Poser.
Yes, you can mix triangles and quads. You just want to avoid elongated tris, n-gons, and certain quads (inverse tangents, parallel edges, non-coplanar, etc.) which yield arifacts.
4. I wouldn’t rig your sword in order to have a flexible blade. You should keep it as a prop, and create a morph target to flex the blade. One MT should do it utilizing both positive, and negative attributes. To create, just select all verts of the blade you wish affected, and then give it a bend on one plane from strong-to-weak/tip-to-base. Save the MT, and apply in software. Dial positive to flex in one direction, and negative to flex in the opposite direction.