After a few years away from personal portfolio work, I decided to return with a small but focused hard-surface asset.
The goal of this project was not only to create a realistic RPK rear sight, but also to test a few specific ideas in the texturing and presentation workflow.
1. Most of the work was done manually, but I also experimented with AI-assisted photo references and masks to see whether they could help enrich surface detail and improve texture variation in a controlled way.
2. To explore a very dark material response. In games, dark materials are often pushed much lighter and less contrasty for readability, so I wanted to see how far I could take a near-black surface while still keeping the details visible.
3. To bring the asset to a final presentation level directly inside Substance Painter, without any post-processing. This was the main limitation of the project, since all renders were made in Substance Painter.
I hope you enjoy the result. Feedback and comments are always welcome.