There are plenty of great examples of gameboy models and topology. Check these out and see what they do and try to figure out why (also in a pinch, heading to the "How the F do i model this!?" thread and skimming through will help you understand the fundamentals behind why folks are doing the things they're doing. special shout out to any post by frankypolygon). Possibly, it's worth following a tutorial for something simple first before jumping into a slightly more complex project like this. Anyhow;
it's quite an easy mesh to work with. Remember. Tris, Ngons are totally fine on a flat surface.
Don't be afraid to keep a cleaner mesh by using tris and ngons. If it's not going to deform that to say.
I model the primary shapes (as always, concentrate on the bigger parts)
I split up the bottom and top part, so I can work on the more "advanced" bottom part. This way I can see where to kill off some of the loops going through.
Replies
There are plenty of great examples of gameboy models and topology. Check these out and see what they do and try to figure out why (also in a pinch, heading to the "How the F do i model this!?" thread and skimming through will help you understand the fundamentals behind why folks are doing the things they're doing. special shout out to any post by frankypolygon). Possibly, it's worth following a tutorial for something simple first before jumping into a slightly more complex project like this. Anyhow;
https://www.artstation.com/artwork/v16Zq3
https://www.artstation.com/artwork/DxZVZ9
https://www.artstation.com/artwork/484RWn
Sorry, man. But your topology is very messy. I would suggest watching hard-surface fundamentals on YouTube.
I'm an oldschool guy, so I would also suggest some hard-surface fundamentals by Grant Warwick (If his videos are still to be found).
it's quite an easy mesh to work with. Remember. Tris, Ngons are totally fine on a flat surface.
Don't be afraid to keep a cleaner mesh by using tris and ngons. If it's not going to deform that to say.