Here are some weapons I had done a while back for a 3D concept I've been working on for the past few years, on and off. The models are still very viable, even in today's high-end games
Lightsabers. These are all original works I did for various friends for one reason or the other. All models were made using NURBS, and I have to say, was quite fun, but my expertise lies in Polygonal modelling
This set of screenshots show that I do all my work in Maya 2009. I think it does exactly what I need it to do, which is model and export my work. First four images are actually of a few troops I made last year, or the year before, and the rest show some of the models I'm working on right now for a friend's game. The pic with the huge ship? Look at it's wing, you'll notice a much smaller vessel for size comparison
3 screens depicting FPS arms I made and rigged. Seem to work, but weights need to be painted efficiently for them to be effective in-game
This shows 5 identical metal barrels, each with a varying level of detail to them. I used Hard Edges to show the amount of polys each one has and Wireframe to show that further. From a 6 sided cylinder, all the way up to a 28 sided cylinder. This level of detail is never used in video gaming (that I know of), but sometimes it's nice to see what you're working with
I started doing screenshots of my work instead of rendered images because of the poly count on the left side. You can see how little the count is on all the objects, leaving a massive amount of processing and rendering power for the engine of your choice to focus on other rendering issues, such as shaders and normal maps, with shaders being the heavy hitter. Below is a random collection of stuff I found tucked away in the far corners of my computer. Since the move to the new(ish) system, I still haven't located all my files, but they'll be where they should be in a few days