Exploring a Plasticity to Realtime workflow. Modeled in Plasticity, mid poly created in Blender, high poly created in Blender via Zen BBQ. Reticle was made in Designer with a quick bump offset node in unreal to fake a holographic effect. Used UDIMs instead of UVTILE to see the benefits/detriments of that workflow. Triplanar no longer worked but I could paint across multiple UV tiles with a single stroke. Really pleased with the midpoly-highpoly workflow through baking edge bevels in Blender, makes edits so much easier and I don't have to have huge high poly meshes just for some bevels.
Painter viewport