A friend asked me to model this one so I tried 
It was a mix of hard surface modeling + modifiers techniques + sculpting.
The model has less than 2k tris, the magic of the normal map!
My workflow was:
- Model the base mesh Low Poly objects, using Auto-smooth to check the sharp edges while being able to see the curved parts smoothly
- Copy all the objects to create the HP models. Adding Bevel modifiers and Subsurf.
- Made the Hilt Straps using screw, shrinkwrap, solidify and bevel modifier
- Made the chains using a plane without the face, screw, curve, bevel
- Sculpt the details.
- Bake Normals from HP to LP: this was very interesting to see, because I baked the straps and the chain directly to the lowpoly hilt which was just a cylinder… and came out pretty similar visually!
- Texturing was procedural + a texture for the scratches
- Bake the rest of the stuff… Color, Roughness, Metalness
And here is the result!
I encourage you to take a look at with the model inspector, click on Wireframe, Matcap and then Matcap+Surface. What the normal map do is pretty mind blowing xD
Also look full screen ^^