A fully functioning military compass for a land nav simulation game.
This is the game model, I gonna make a high version in zbrush and boolean out the ticks and numbers along the ruler, then I'll bake it and texture. It will be used in Unity so I have to find some magnifying shader for the peep sight.
The mils and degrees are geometry, but they get baked onto the compass wheel. I used geometry because I find it easier to get the precision I need for this thing to actually work inside Maya rather photoshop.
Shoot an azimuth. The lens here has to be magnifying to work correctly.
I'm not so experienced with hard surface. Let me know if I did something stupid. For the high version I do subdivision without smoothing in zbrush, then on a very high level I slightly smooth some spots. It's a hero prop that will be large on screen and very often so I use plenty of bevels. (note though that the outermost top and bottom aren't seen at all in game, so I didn't bother to bevel them, hence the hard edges)