3 UV / Texture Sets (4k) Hand unwrapped (no projection)29,911 TrisNo Ngons, no quads.
High Poly inludedLow Poly includedMarmoset sceneBlender fileSubstance Painter file
Textures 4kTextures 2kBoth PNG formatPBR - Metal Rough
Renders in Marmoset Toolbag4Unsure why the interactive Marmoset render doesnt display correctly, but ive included it to show the topology
Happy to answer any questions or make any alterations/optomizations:)
How it was madeFor this project I decided on a gameready photorealistic Gameboy Advance (the purple one I had as a kid) with many of the key details achieved through Baking. I wanted to see what I could avoid directly modelling and instead achieve with baking from the high poly and i'm happy with the results. If you check out the wireframe you'll notice a lot of stuff, most of the detail for example on the cartridge is just baked on.I also wanted to practice texturing more and this was great exercise. It threw up a number of little technical challenges that i haven't faced before. For example the raised text on the case was easily done, however making them not inherit the surface texture of the case was a fair bit harder.
Another was the screen, which is made of 3 items, the glass front, the black frame and the screen itself. The screen itself being the simplest, its just a PNG image of the screen. I made it in photoshop and created a pattern that matched the pixel density of the GB screen. Basically this lattice of black lines makes the screen look like ye olde retro LCD.The difficulty with the glass overall was simply getting it to read properly (even display properly) across Substance Painter and Marmoset.
Also I decided to have the cartridge in the game the wrong way for artistic purposes. You cant prove I didn't! (okay i messed up but after fixing it it actually looks better this way so I put it back the wrong way.)Basemesh made procedurally then made to LP in Blender and exported to ZBrush to be polished