Props / Hard Surface Prop ·05 / 06
Hard-Surface Game Prop · 05
CB Radio

BeautyFinal Arnold render with lighting and post.
[01] — Asset breakdown
Project overview
Modeled in Autodesk Maya using a high-poly to low-poly workflow, with optimized topology while preserving the key shapes and details of the reference.
The low-poly mesh was optimized for game-ready baking, transferring high-poly details through baked maps. The asset was then UV unwrapped and textured using a PBR workflow in Substance 3D Painter, followed by final rendering in Arnold.
Optimization note
The cable can be further simplified with a low-poly curved setup, bringing the complete asset to approximately 6K tris.
Project includes
Technical specifications
- Category
- Hard Surface Prop
- Polycount
- 5.4K tris (11.3K with cable)
- Texture resolution
- 4096 × 4096
- Texture sets
- 1 × 4K
- Texture maps
- 7 maps
- Workflow
- PBR Metallic / Roughness
- UV layout
- UDIM 1001
- Modeling
- Autodesk Maya
- Texturing
- Substance 3D Painter
- Rendering
- Arnold Renderer
- Post
- Adobe Photoshop
- Render resolution
- 3840 × 2048
- Frames delivered
- 10 renders & passes
02 — Breakdown · 4 frames
Final Renders
Arnold beauty renders with final adjustments in Photoshop — plus the raw frame before post.
03 — Breakdown · 2 frames
Modeling & Topology
Game-mesh wireframes — edge flow, silhouette support and where the triangle budget is spent.
04 — Breakdown · 2 frames
Ambient Occlusion
Clay AO passes that read pure form, contact shadows and cavity detail without materials.
05 — Breakdown · 2 frames
Normal & Color ID
Normal and material-ID passes — surface orientation, baked detail and the masks behind texturing.
06 — Texture sets · 4096 × 4096
PBR Texture Maps
The exported Substance 3D Painter channels. Hover a channel to preview it, click the map to inspect it at full resolution.
End of level
Interested in this asset or pipeline?
Let's talk about hard-surface modeling, game-ready props, PBR texturing — or a role on your team.


