Working to improve my lower poly modeling process for game assets. One of the main struggles is identifying the workflow that you A) have access to all the software for, and B) make sense to your end goal and is comfortable to repeat. I believe many have followed along Tim Bergholz (a.k.a Chamferzone) on his weapon course and for this project I have done so as well but with some adjustments to the workflow. In my case I used Maya for my modeling of the high and low poly (which proved to be a bit of a pain without modifiers), and Marmoset to bake out the normal map.
Came out to about 18k tris and a single 4k texture which leaves a ton of room for improvement when it comes to decision making on geo that will be modeled vs baked. Hope to make more personalized or customer versions of guns with more character as well as more optimization in the geometry used as well as the workflow, perhaps utilizing ZBrush for the high poly model generation. Cheers!