First exercice with Weighted normals, Decals and trimsheet made for a challenge.
After basic modelling using "medpoly" method with weighted normals in Blender, I worked on the trimsheet using Substance Designer.
Doing some test in Unity with Amplify Shader Editor using the Ambient Occlusion parallax template I was satisfied by the result and continue building the trimsheet.
Then I placed the decals on the model in Blender by checking if the model in Unity still works and adjusted the shaders to get a better result with all parallax effects.
Original concept from Adam Taylor : https://www.artstation.com/artwork/gJqZY8
Realtime switching decals
Radio Signal Jammer - Speed modeling