Muzen Speaker Gundam Custom

MUZEN Speaker — Gundam Custom

Personal 3D Product Visualization

This project is a personal exploration of 3D product visualization, combining the compact and industrial design language of the MUZEN Speaker with custom Gundam-inspired details.

The goal was to create a product that feels both functional and mechanical, while maintaining the visual characteristics of a premium commercial product. I focused on the details of the speaker, including the hard-surface body, buttons, knobs, speaker grille, handles, mechanical elements, and custom surface details.

For this project, I worked through the entire 3D production process, from modeling and UV unwrapping to materials, lighting, rendering.

Modeling

I started the project by building the speaker model in Blender, focusing mainly on hard-surface modeling.

Since several of the final images use relatively tight camera angles, I also focused on maintaining clean topology and believable bevels so that the edges would catch the light naturally during rendering.

UV Unwrapping

Once the modeling was completed, I moved on to UV unwrapping and prepared the model for texturing.

I organized the UVs according to the different materials and components of the speaker, allowing me to control the surface details more precisely.

Texturing & Lighting

I wanted the materials to feel realistic while still keeping the stylized appearance of the custom Gundam-inspired design.

For the lighting, I wanted to create a clean commercial product photography style rather than an overly dramatic environment.

I used large and soft light sources to create controlled reflections across the curved surfaces of the speaker. The reflections were especially important for defining the bevels and hard-surface forms.

I also adjusted the lighting for each camera angle to make sure the important details remained visible while maintaining a consistent visual language across the entire series.

Rendering

Once the materials, lighting, and cameras were finalized, I rendered the different product shots.

The main focus during rendering was to preserve clean edges, realistic material response, and smooth gradients across the product surfaces.

16 Likes

Looks amazing! It’s very impressive in terms of modeling, materials and lighting.

I’m impressed how well-controlled straight lines and bevels are for using subdivision surfaces. Looking at the wireframe, I would expect some shading artifacts around some of the beveled surfaces like here:

Do you have some special way of handling this or is it just not a problem in practice?

Just curious, the work is really fantastic!

3 Likes

nice clean work !

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I think that’s just an issue caused by the image being scaled down too much. I had the same problem after applying subdivision before adding finer details. The issue was that my mesh became denser in certain areas

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Even without textures this looks very visually pleasing :eyes:

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thanks you <3

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I see, that makes sense. Thanks for answering!

1 Like

I featured you on BlenderNation, have a great weekend!

You’re on the featured row! :+1: