Goal was to create a sphere shaped sci-fi drone using boolean and bevel workflow, and avoid using the subdivision surface modifier. So the highpoly is made using DataTransfer modifier to fix any boolean caused normal shading artifacts on the highpoly. Result is perfect normal shading while resolving multiple Subdiv HP-to-LP workflow issues.
The lowpoly is intentionally higher polycount lowpoly, yet it hasn't been very wasteful. It's rather mid-lowpoly with baked details.
**Highpoly workflow:**
- Boolean apply + weld
- Bevel modifier
- DataTransfer modifier to fix artifacts
- Weighted Normals modifier
**Lowpoly workflow:**
- Duplicate HP and simple cleanup for LP
- UV/Bake
**Statistics:**
- LP: 50,458 triangles
- 5 materials
- 1x 1024x1024
- 3x 2048x2048
- 1x 4096x4096