I did a model of an AKM. But in compare with other AK 3d models from other games, my model contain much more tris (~12k) than the other ones (10k or even less), so i did some optimisation, without deleting crucial details, but it’s still too high poly (kind of), besides, other models have much more details than my gun, all i figured out, is that I’m doing something wrong and I need some help - tips, tricks, criticism, maybe link to tutorial or course (not necessarily for Blender)
AKM-model.7z (4.2 MB)
The only way really is by baking normal maps. You can then model your prop to the maximum amount of detail you can, then create a model of the same shape with the lowest number of verts while still maintaining the form, and then bake the high-detail model to a normal map on the low-detail model. I hope that makes sense.
Uploading: AKM-LOW_model.blend… AKM-LOW_model.7z (4.3 MB)
There you go. Hope you can use this. You’ll have to bake the Diffuse and Normals maps etc.
Polygons should make shilouete.
Go to eg. Arttation and find similar weapon models with 3d preview and look at those models with attention. Take notes what kind of shapes are made of geometry, and what is made by normals.
Eg. Your bolts
They took up to 1/5 of total polycount (1.5k tris) beside that they don’t contribute as much to shape.
@ Mutantgenepool would take only 400tris and with normal map from regular point of view there woudn’t be visible difference.
Same bolts in different AK model:

normal POV:
Or in another weapon, for example in this model:
and normal POV:
Most of the fine details on video game models come from the textures, not the geometry. A high-poly model is used to generate the normals and other material textures which are then put on a low-poly version, which is what actually goes in game.





