Making this doodad in the spare time to experiment with a different (for me) hardsurface workflow.
All the modeling is being done inside Proboolean objects in Max, then exported to Zbrush, converted to Dynamesh objects and polished (automatic processes - no brushwork - takes about a minute), then imported back to Max and decimated with the proOptimize modifier.
This is similar to what the Massive guys did for the guns on Division a few years ago. The main difference is that the modeling is all being done in Max and all the boolean operands remain live and editable at any point. ZB is only being used as an "edge processor."
My hope is that the lowpoly can similarly be automated within Max. Because the operands remain live, things like the amount of curves in cylinders remain parametric and can just be dialed down. ~90% of the cleanup can hopefully be done using a combination of the vert weld and turn-to-poly modifiers.
The design here is based on a Fairchild lunar camera but I'm not keeping it particularly accurate, just an eyeball guideline.