I wanted to try out optimizing a somewhat complex, everyday prop in both geometry and texturing, while maintaining a portfolio/hero-prop-level quality and putting a personal touch on it.
The main idea of this piece was reducing texture memory by using multiple UV maps, baking only parts of the register while stacking and tiling as many areas as possible. A slice mask with three values was used to pinpoint where the detail normals were applied. Thanks to this workflow, I was able to reduce the sizes of the textures without much loss.
The register was modeled in Maya, textured and baked in Substance Painter and rendered in Unreal Engine. Detail Normals were made in Substance Designer.
This piece took about three weeks of halftime work.