Additional technical info:
v 3dsMax to model low-poly and high-poly versions of gramophone.
v Mudbox was used to add higher frequency details to a high-poly version.
v Normal map, AO and Cavity maps were baked in Xnormal.
v Texturing was done with the help of nDo2 and dDo, composed and fine-tuned in Photoshop.
v Multi sub materials: wood and brass (with standard illum shader) and velvet (with cloth shader).
v Standard CryEngine SDK detail bump maps were used to add high-res surface detail.