Hello everyone,
I’ve been using Blender for some time now, but I still have one thing that I’ve not been able to quite get my head around:
When it comes to modelling higher resolutions (especially in hard surface modelling), what are the general techniques that are applied, and mostly, how does one keep their tris count (or faces etc., whatever you prefer), in check.
For example, recently I made this:
While I’m fairly content with the result, the amount of tris is rather high (nearing half a million apperantly).
The way I’ve learned to approach higher res models, especially hard surface, is to make the general shape, then apply subsurf, and add supporting loopcuts (Especially for this model, I’ve pretty much taken the same steps as was done in this CGcookie tutorial https://cgcookie.com/archive/weapon-modeling-an-m4-rifle-in-blender/).
Without the SubSurf, I have about 30k tris, still acceptable I suppose:
But once I enable it, the total goes through the roof:
Same deal with a project I was working on earlier, before the subsurf:
Again the huge increase, and that even without most supportive topology.
Now obviously this is what SubSurf is supposed to do, and I understand that, but I wonder how people can create higher quality looking models (e.g. Jisoo Kim’s great model of the similar object here https://www.artstation.com/artwork/XanNn) which sometimes just use a third of the amount of tris that my model uses without the SubSurf. I am personally “afraid” that the models I make without the SubSurf is already of too high resolution, or that I add too much uneccesary topology, and therefore results in an overall too high amount of tris.
My question is, are there was for me to achieve proper smoothing/shading with my base models without making use of SubSurf, or at least without exploding the amount of tris? I have done a fair amount of research regarding this topic, and found that some people just use smooth shading with EdgeSplit, others use HardOps addon, the loopcuts-and-SubSurf technique that I used for this, adding bevels and what not; all many ways of getting to those sharp final results, but what advice could one have for me?
If there are any rules of thumb, general approaches and/or tips that I could get regarding this that would be great.
Thank in advance! 
P.S. Here are some impressions of how the topology is for my models, if that is of any help:
Rifle:
Tracer pistol: