TLR-8

This is another quick'n'dirty project I did to improve my hard surface workflow. I used Solidworks for the modeling and put everything together in 3ds Max, textured in Substance Painter. I went for a fairly high polycount considering this product measures only a few centimeters long. This was more of a workflow experiment than a production simulation. Whereas I usually rely on the normal map to recreate the edge fillets, this time I decided to model them in. This added a lot of work to get the low poly from the high poly in Max - fillets can have pretty messy surface approximation. It aslo meant that I had to get my hands dirty with a lot of manual tweaking of the normals, which I had never done before. Turns out it's very easy to accidentally destroy the normals in Max! It was a lot of work but I learned some new skills.
9k triangles
4k albedo, AO, roughness and metal
The laser is a separate material to get an emissive effect