This is the game resolution model of a vintage radio that I enjoyed the design of and it was created to produce the baked Normal and Ambient Occlusion maps in Substance for a high quality game asset.
The current stage of production of this asset is the medium resolution geometry has been optimized into an accurately silhouetted game model that has been efficiently skinned (UVs) for maximum textile resolution. The high resolution model has been baked onto the game asset in Substance Painter to produce accurate surface qualities and details using a normal and ambient occlusion map. resolution model is prepared to allow an optimized game model to be crafted from a medium resolution stage. Once optimized, the high resolution model can be baked onto the game asset to produce accurate surface qualities and details using normal maps and ambient occlusion maps.