These are the ref pictures I used to make the sculpt, at this moment I am making a retopo but posting that progress seems a bit boring in my opinion. Soon as it's ready to bake the maps I'll post it.
Since it seems like and item that would be displayed close to the screen I think you should have a few more polygons in the areas which are currently a bit pointy, such as the buttons, the camera thingy, and the corners on the left part.
To push it further: -The bottom left rounded corner has some odd artifacting, looks like an issue in the normal causing shading issues. -This depends on your goal for this piece, perhaps add some roughness variation to break up the surface a bit. Very faint could go a long way. -Perhaps adding a faint, very faint, normal noise could make this look a bit more like textured somewhat rough plastic. -Maybe pick a cooler toned environment to render this in, or perhaps a warmer environment. -Lastly I would most definitely make the large glass orb on the top left an emissive with high reflectivity.
Looking solid. I think some gloss variation would really move this towards being more photoreal
Usually with hard plastics that get handled a lot, you see oil deposits on the surface where the fingers are typically in contact, making things duller or shinier. Some good examples: 123
Also think about microscratches and fingerprints on the glass parts, again mostly in the gloss: 12
Thx Yuri! I haven't really counted the time I've worked on this one. I didn't work on it every day, but when I had some spare time +- 30 min a day I've continued this piece
Looks way better now, the one thing that might push it a bit further would be to add some glow and emissive to the screen so that it looks back-lit, looks a bit like a piece of paper behind a matte glass screen right now to me.
Replies
To push it further:
-The bottom left rounded corner has some odd artifacting, looks like an issue in the normal causing shading issues.
-This depends on your goal for this piece, perhaps add some roughness variation to break up the surface a bit. Very faint could go a long way.
-Perhaps adding a faint, very faint, normal noise could make this look a bit more like textured somewhat rough plastic.
-Maybe pick a cooler toned environment to render this in, or perhaps a warmer environment.
-Lastly I would most definitely make the large glass orb on the top left an emissive with high reflectivity.
Usually with hard plastics that get handled a lot, you see oil deposits on the surface where the fingers are typically in contact, making things duller or shinier. Some good examples: 1 2 3
Also think about microscratches and fingerprints on the glass parts, again mostly in the gloss: 1 2
Great job! How much time did you spend making this?