I'm having difficulty deciding between two things in my own model. I made a house for Omen using Booleans, and after 2 hours of finishing it up, realized that if I just created cubes and deformed them, even making them go into each-other, I'd still have a smooth model with even fewer poly's than what I have now. All faces are connected and normals facing out... but I stare at 2x as many polys as I would if I just built it with blocks. (it has a ramp and 3 walls, then a roof).
In other words, how'd you do the bar? Did you boolean union or intersect a cylinder with the padlock part? (looks like extruded cube) Or did you manually split vertices then extrude the bar?
I just can't figure out an efficient way to do this. Since, as you can tell, the intersect between your main part and the cylinder is causing multiple polys... but if you just made the bar go through the padlock and be sure not to animate it outside of that, you'd have much fewer polys. Just 2 where there's 8+, if you delete the end-faces of the bar.
Signed
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