The gameboy Is almost unanimously considered an "easy prop" when in reality, if done correctly, it turns out to be pretty problematic. The tricky part is the corner, which obviously influences all the surrounding topology. It's always fascinating watching how you handle stuff, love the channel !
I just finished modeling an SNES and cartridge for my first modeling reel in school, would be interested in seeing what improvements you'd make. I ended up pivoting from an N64 as the console itself felt a bit above my current skill level and Im on a bit of a time crunch, but I did model the N64 cartridge and got the Majora's Mask holographic label working perfectly in 3D, its sick. Awesome and helpful video as always!
Hello, thanks for such helpful content. I cant understand, why this is so crucial to have only quads on flat surface. Maybe few tris here and there wont make any troubles.
I've noticed that sometimes we overthink some irrelevant stuff that nobody cares about, especially in gane props with characters jumping up and down and lights drastically changing the visibility of the objects around. Maybe you can notice the difference with a super close up, I'm not sure about it, I'm not sure that such small margins matters.
Not exactly. Bevels in Blender are only an operation to round an edge. Bevel profiles can be dramatically different depending on the design, modeling method, or manufacturing processes. Round bevels being the most common. .5 is generally round (not always) Blender has shading issues with .5 bevels on non-subdivided models. This is a reason artists will use a .7 profile. The bevel is still circular. However, it forces edges flat on the ends of the bevel. The shift in topo fixes the shading artifact. Other sizes will need to be used as well, depending on the topology.
The gameboy Is almost unanimously considered an "easy prop" when in reality, if done correctly, it turns out to be pretty problematic. The tricky part is the corner, which obviously influences all the surrounding topology. It's always fascinating watching how you handle stuff, love the channel !
Using boolean cut on beveled edges is a really good idea that never comes to my mind.
I just finished modeling an SNES and cartridge for my first modeling reel in school, would be interested in seeing what improvements you'd make.
I ended up pivoting from an N64 as the console itself felt a bit above my current skill level and Im on a bit of a time crunch, but I did model the N64 cartridge and got the Majora's Mask holographic label working perfectly in 3D, its sick.
Awesome and helpful video as always!
I hope you realise how helpful your videos are
Delete default cube, add a cube. No one understands apart long time Blender users 😄 great video as usual!
Hello, thanks for such helpful content.
I cant understand, why this is so crucial to have only quads on flat surface. Maybe few tris here and there wont make any troubles.
I had to model this gameboy for an art test but they asked to keep it under 850 tris, how would you do that?
Model it without subdiv. Use quads and triangles game ready.
Why don't you use 0.6 bevel shape. 0.6 shape is more realistic than 0.5.
Not sure which one is more realistic but MESHmachine uses 0.55 by default
I've noticed that sometimes we overthink some irrelevant stuff that nobody cares about, especially in gane props with characters jumping up and down and lights drastically changing the visibility of the objects around. Maybe you can notice the difference with a super close up, I'm not sure about it, I'm not sure that such small margins matters.
@@gabrielegagliardi3956 professionalism is in small details))
Not exactly. Bevels in Blender are only an operation to round an edge. Bevel profiles can be dramatically different depending on the design, modeling method, or manufacturing processes. Round bevels being the most common. .5 is generally round (not always)
Blender has shading issues with .5 bevels on non-subdivided models. This is a reason artists will use a .7 profile. The bevel is still circular. However, it forces edges flat on the ends of the bevel. The shift in topo fixes the shading artifact.
Other sizes will need to be used as well, depending on the topology.
@@pzthree Thanks for reply, You're definitely right!