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1959 Telefunken Radio [WIP]

polycounter lvl 2
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Sloth_42 polycounter lvl 2
After a few months of work its finally time to show off some WIPs of my latest personal project. This is a radio my brother owns and I figured it would be a hell of project to model the entire thing, and quite frankly it is the most challenging thing I ever worked on, both in terms of scope and the level of detail required. Even though I have the real things as reference, which is great, there were many parts that I had to remodel several times until I got them right. Thats because I cant take the radio apart to get super accurate measurements, so some stuff still has to be eyeballed. Though I've a feeling the biggest challenges are still ahead of me; modelling the cables efficiently and getting a clean bake.

The pictures below are a mix of blockouts, midpoly, highpoly meshes (black blinn).

Would love to get some feedback and crit on this. Blockout is 99% done at this point.



Interior Blockout



Back and bottom cover test bakes. Theres no way I can make all the holes geo, so I worked with opacity masks instead



Main Speaker


Tuner mechanism


Vacuum Tube


Plug slots



Batteries and converters


Main Plug. The most complicated shape so far.



Reference


Look forward to hearing from you guys :)

Replies

  • teodar23
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    teodar23 sublime tool
    Dont get me wrong, i love the attention to detail, but you got some really sharp edges on some relatively small pieces - wont bake very nice.
    Nevertheless, i will follow your progress, this is interesting.
  • Sloth_42
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    Sloth_42 polycounter lvl 2
    teodar23 said:
    Dont get me wrong, i love the attention to detail, but you got some really sharp edges on some relatively small pieces - wont bake very nice.
    Nevertheless, i will follow your progress, this is interesting.
    Youre on to something. I already noticed this issue during some test bakes. 

    Ive been told that, for assets, its ok to increase the texel density of certain parts a bit as long as it doesnt affect the overall texture synergy and doesnt look out of place. (as opposed to modular environment pieces where you'd want precisely the same TD all throughout).

    Its hard to tell how the UV's will fit in the end, but right now im going for a TD of 40,96px per CM which is already quite high. For really tiny parts I might have to increase that TD.
  • teodar23
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    teodar23 sublime tool
    Depends on what your end goal is. If its a portfolio piece i would do multiple sets of textures at 4k. And yes, a small deviation from a uniform texel density is desirable especially if its in favor of parts that are in focus - in your case, nobs and dials i guess...
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