Models Created to be used in Unity for a client, Enduvo, a developer for presenting education for VR. To optimize for VR I developed a mid-poly workflow, using just enough geometry to have proper face and edge shading and to prevent warping of UV maps.
To save on memory and maximize texture detail everything is using either tilable textures or a texture atlas, allowing me to scale details. This was especially important for UI details that needed to be clear in presentation. All materials were made starting from data made in Blender such as normal, curvature, ao, color ID, and normal data to be manipulated in Substance Designer. Details included ports, screws, icons and other mechanical details.