This model is one of several dozen created for a utility company's VR simulation environment. I disassembled each one of these assets and 3D scanned their components one by one. The 3D scans were subsequently re-aligned in Blender and retopologized for real-time use. I decided to recreate all the PBR materials in Substance Painter using reference photos rather than try and capture color during the scanning process. I find that this technique yields much better and realistic results, especially when dealing with reflective and metallic surfaces (unlike organic materials). The textures were set up for my client's custom Unity shaders in that multiple B/W maps were combined within one RBGA image.
The model and its components was set up such that it could be rigged and properly operated in the simulation environment.
Interactive view of the real-time model