TX16S MKII drone controller I recently made for a real-time VR drone training simulator running in UE5. I was tasked with creating a low poly but high fidelity 'hero' asset that the player will see directly in front of them at all times, so any mistake would be very noticable.
I started by modelling a high poly model in 3DS Max using front, side, back and top views for proportion. This was then retopologized and Unwrapped before baking in Substance Painter.
I had to get creative with the UVs, as I wanted to fit everything in a single 4k texture set, so any elements that were symmetrical were unwrapped and duplicated after the fact. The most difficult part of this was getting a realistic surface finish without adding lots of dirt and grime. All the references were very 'clean' so I imagined what the surface would be like after a few uses. This culminated in several passes for small edge damage, dust in occluded spaces, subtle surface scuffs, scrapes on edges/corners etc.
I think this is one of the first assets I have made where the back is more complex than the front, but I was very pleased to see it translate into engine fairly well.
Poly Count: 32,716 Tris
Texture Sets: 1x 4K