This was one of the first hard surface models I created in 3DS Max during my second year at George Brown College in 2015. The project’s goal was to follow the real-world reference as closely as possible and focus on clean topology.
It was a good experiment in baking normal details of complex hard surface shapes, and I learned a lot about keeping my topology clean with good edge flow and quads to avoid artifacts. It was also my first time playing with Substance Painter for texturing. It’s amazing how quickly SP allows you to generate a basic texture like this with some dust and grunge.