I have gone into this model with one thing in mind, simplicity and speed. I have made a few challenges to myself to work within a certain time limit while delivering high fidelity results. For non hero assets I have come to the conclusion that they do not need to be perfect, especially for lower budget scenes (Time given per scene). Using this philosophy I designed this using real world counterparts and using image boards from artstation to make this model that is optimised for real time environments. This model carries 1908 triangles, and while that is more than my standard, It is rather efficient especially for its use of being a movable object.
I tried to polish my model for medium view distances. Since we wont be close to the object we don't need to have a large amount of detail, however it means we need to make it up in larger detail splodges of textures to not have it come off as too smooth from a game engine view.
All my texture maps have been shown here, I feel like its better to see them applied directly to the model than on a 2D space, however the 2D textures will also be at the bottom of the page if you would like to view them.
Here is my wireframe and my texel density view. For this model i decided having great texel density would be greatly beneficial especially for making those bigger details visible.
I have decided to start using a new texture workflow, it saves on texture space in engine and makes it easier to implement with Unreal engine. Although it's slightly more tedious to apply in places like Maya and Blender, it is significantly better for the game engines, as it means I can have more textures in my scene without overloading the limit. It is also better just for visibility and for a clean inspector.