I'm kinda sensitive about poly counts - I've always been a proponent of low poly. So I guess I'm a hypocrite. :-\
But since I knew the question was coming, I already posted the triangle counts in this thread:
I still have to work out the quadrant sight on the carrying handle, but otherwise it's going pretty smooth. Poly counts are under control:
M16A4+M203 - 1323 triangles
M16A4+Reflex - 1015 triangles
M16A4+ACOG - 1406 triangles
And I have to mention that these are 'hybrid' models because they have details from both 1st person and nearest 3rd person LODs. I'll be deleting out the non-visible portions from the 1st person models (dropping poly count by 200-300 triangles) and removed some of the itty bitty details for the nearest 3rd person models, such as the indentation of the eyepiece on the ACOG 4x. That means all game models will be somewhat lower than these "full detail" models.
So, it's high, but I think it's still reasonable for most people. And I'm very careful with LODs - if your teammate is carrying one, it'll be more like 600-700 polys at regular formation distances. I found with the SR47 I was able to drop counts really fast at short distances without losing visual quality (I think I ended up going 2m, 5m, 10m and it was already at 380 triangles for the 10-20m LOD).
I think I'm pretty good at getting the most out of a certain poly count too - I don't waste anything.
Anyway, speaking of poly limits, here's one that ended up higher than I had intended:
I can't link url's to thumbnails here, so you'll have to visit
http://www.baconbomb.com/modworksIt's at 1440, but as I explained elsewhere, I got lazy with the bipod, there's probably too much detail in there, so my estimate for final FPP is about 1150-1200, and nearest TPP 1350 (2m).
This is all triangle counts in 3dsmax5, not Oxygen's stupid counter - nobody should use that, becuase as far as I know, video cards handle triangles, not squares.