I recently completed this short, side-project of a wheel design, which I concepted with Blender and Illustrator (for precision, Vector clean-up), using a "Grease Pencil" to SVG workflow.
I kept the textures simple and clean for the purpose of "studio-type" shots being the goal for this model. While I could have kept the model as a High-poly Mesh due to Studio Renders being my goal, I chose optimize the model to a relative, Mid-poly standard. It was good practice in my use of Marmoset Toolbag for High to Mid/Low-poly Mesh Map Baking. Going forward, I'll likely continue with Substance 3D Painter for quick baking of props (and most texturing) while leveraging Marmoset for the more complex-shaped meshes, such as this one.
High Poly: ~4.5 Mil Verts; ~8.9 Mil Tris
Mid Poly (Final Renders): 53,176 Verts; 105,638K Tris

These shots were rendered within Substance Painter, using Iray and a single HDRI.

The Color Correction and Tone Mapping (ACES) was done directly in the Iray rendering engine, while the Vignette overlay was applied in post, using Photoshop.

The High-Poly Meshes were created using a Quad/Subdivision workflow, alongside procedural Bevels. I derived the Mid-Poly Mesh from those.

Vertices: 4,492,305; Triangles: 8,875,056

Reference I created for the Wheel and Tire using Grease Pencil (Blender) and Adobe Illustrator.

I spanned the textures across two materials (one for the Rim, and the other for the Tire, Lug Nut, and Valve Cap). This was done as a means to achieve a relatively high level of visual fidelity I could for rendering close-ups.

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