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Behind the Scenes: Fantasy Game Boy

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INTRODUCTION

Hello, I'm Masih Ahmadi, a 28-year-old from Iran. My friend, Mahdi Manavi, and I are the founders of Bridge Studio. I have experience working as an architect for approximately 4 years, but we decided to change our focus and delve into learning 3D modeling, rendering, sculpting, and texturing. We have previously worked on simulating 3D buildings using software like 3DS Max, SketchUp, Lumion, and V-Ray. However, for the past 3 years, we have shifted our attention towards creating objects that we use in our interior and exterior projects.

As part of this transition, we have acquired skills in Blender, Substance Painter, ZBrush, Unfold 3D, Plasticity, and Marmoset.

INSPIRATION

Actually, I wanted to create something that evokes nostalgia. I was searching for a suitable nostalgic reference for tutorials, and I wanted something that many people could relate to and have fond memories of. During my search, I came across some AI-generated (Midjourney) references of the Nintendo Game Boy. These references were quite adorable, so I chose one of them and recreated it in 3D with some minor modifications.

PROCESS

Computer Specifications

First of all, my PC has an Asus graphics card, the 4060 Ti 8GB model. It also features a Core i9 12900 processor, 32GB of RAM, and an Asus Z690 Elite AX motherboard with a 500GB Giga NVMe SSD.

Software

We used software such as Plasticity, Blender, Substance 3D Painter, Unfold 3D, and Photoshop.

Modeling

At first, we used Plasticity to model the base part, incorporating boolean actions. Alternatively, we could have used Blender for this step. Next, we exported both a high-poly and a low-poly version of the base part to Blender. Then, we imported the parts and applied bevels using Blender, creating additional low-poly and high-poly components.

Texturing & Baking

Following that, we unwrapped the model using Unfold 3D and used Substance 3D Painter for the baking and texturing process.

Lighting & Rendering

Afterward, we returned to Blender to adjust lighting and rendering using Cycles. We also made some changes to the shaders, including adding additional AO, smoothing out the edges, and creating a special glass material for some parts. Once the rendering was complete, we proceeded to Photoshop for color correction adjustments. 

 Finally, we used Blender to create a small animation featuring Super Mario on the screen. And that's it!

RENDER: Fantasy Game Boy

Detail renders:

Thank you for reading! Feel free to reach out on our social media.

About the Artist                       

Masih Ahmadi is a 3D artist from Iran, currently working with his friend Mahdi Manavi at Bridge Studio.                                                                                                                                              

About the Author

Avatar image for Alina Khan
Alina Khan

A self taught 3d artist, who seeks to excel in the computer graphics field. Currently a student, freelancer and the editor for the 'Behind the Scenes' at Blender Nation.

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