I used a slightly different work flow for this model where I would use booleans and zbrush’s dynamesh tool to smooth. This was an excellent way of concentrating less on topology and more on design. Because the boolean subtool in 3dsmax was non destructive, I could extract and modify each stage to create the low poly and kept it under 5k.
You can view this in 3d at sketchfab.
For those of you who are interested, check out the texture maps bellow. According to the type of workflow you choose, there may be a different process but I used a specular workflow that was suitable for Sketchfab.
This is the diffuse map and contains the general colour:
This one is the specular map. In other workflows, this map imay be replaced by a metalness and glossyness map. This map basically controls the reflected colour of the surface. The main area is bright because it is metal and the handle is also a bright colour because its a highly reflective plastic material.
This map is the roughness map. The brighter areas are more rough as the light is ‘scattered’ more. This is the most fun map to experiment with, when it comes to cavities and scratches. The handle embossed texture for example is bright in its cavity because that is an area that is hard to polish and usually collects dirt so as a result, the reflected light is probably going to be less sharp.
Lastly, this is the normal map. This will be the same for all workflows and it takes information from the high poly model to give the illusion of detail on the low poly object. For example, in the low poly model, the textured area on the gun grip is flat but this map makes it appear like there is an embossed texture.