I liked the look of this gun skin from Valorant so decided to use it as a hard surface modelling test. The high poly model was created entirely from sub-d modelling in Maya, no booleans. My goal was to crunch the polycount as low as possible so there are many instances where I replaced modelled details from the original with baked details - this did allows me to get the tri count to 3000 which I was pleased with. I also managed to get away with a single set of 2k textures which was a nice surprise. I wasn't going for 1 to 1 replication, so there's a few details here and there that I missed.
Sketchfab link