A collection of two assets I've produced for use in a VR/AR environment.
Both models were made in 3Ds Max, Unwrapped there and prepared for export to Substance and Unreal Engine.
The Pipet was textured in Substance Painter while the Cell Culture Bottle had simple textures made in Photoshop for the bottle cap and label while the materials were produced inside of UE4 as instanced materials based on a simple master material to help with performance and also to use both "Standard" materials and Translucent materials for the clear plastic and liquid.
The Pipet uses the UE4 maps export where the Ambient Occlusion, Roughness and Metallic are stored in one texture with the Base Colour and Normals stored in their own, again with a master material these sorts of maps can be effectively used in engine to reduce shader complexity on the model.
Parts of each mesh were separated to enable some animation/interactivity, the push button, tip ejector button and tip were separated to allow them to move up and down from simple button commands. The top for the bottle was similarly separate and can rotate, move off the bottle and place in front of it simply with blueprints.
I only hope to get better at this with hopes of producing top quality assets and spaces for interactive use.
Gilson Pipetman Classic P1000
Poly Count - 10,772
Cell Culture Medium Bottle
Poly Count - 3,253
Forgive the quality, the assets in engine with some simple interactivity from separating parts of the mesh and with materials applied.