Not an easy piece to do; had to use a lot of floaters to solve problems. Polycount limitations by MayaLT made it harder. Learning to do: baking, proper smoothing groups, and closing off gaps was also tough to deal with. All in all: I was able to get the base materials knocked out, get the silhouette looking pretty close, and get most of the primary/secondary shapes out of the way. Definitely plan to re-doing this as I was informed that Call of Duty’s tri-count for weapons is around 30k.