Real-Time GameBoy




This Game Boy prop is my first real-time prop done by PBR workflow used in real-time production
My goal is to achieve the most realistic look while maintaining the prop usability in game engines using the lowest polycount possible in modeling pushing further my textures on Substance Painter.

I really appreciate any feedback :raised_hands:

11 Likes

I’d say you’ve done a fantastic job.

…of modeling a low poly Game Boy. Taking care of it? Not so much. That thing’s seen some action over the years.

Do you mean I must focus more on storytelling in the texturing phase?

1 Like

No. Everything’s perfect on that front. You don’t need to change anything.

Thats pretty decent result for first prop!

Existense of some edges are questionable. For some edges - complitely doesnt make sense.
If you was maked topology “that way” for avoiding thin triangles (despite the fact you leave them in some places) - its really good.
Also its better to close cylinder caps with parallel edges, or even better use triangulation operator (unfortunately i cant find the link where all of this was explained).

1 Like

Nice work!

1 Like

Okay, Thanks!
I was on my way to rebuild the textures :joy:

1 Like

Thanks, man! :sweat_smile:

Yo

You have really good points. I think I got it about closing cylinder caps by deleting them and marking the cylinder edges then grid fill if that is what you mean, for the triangles it was causing some shading issues and I didn’t find any solution but adding edges in those cases, I will try to avoid this in the next projects :grin:. thank you very much

Even though the topology will haunt my dreams, that texturing is flawless :pinched_fingers:
or perhaps the opposite of flawless ; )

1 Like

No, grid fill are good for modeling highpoly subd. For lowpoly its absolutely impractical.

Here’s what i was mean. Im finally found those link :sweat_smile:
https://www.humus.name/index.php?page=Comments&ID=228

And here’s some mode detailed explanation why long and thin triangles are bad for GPU:

Just want to clarify:
Even if you have a few triangles like that in your topology - it doesnt matter what you will lose all you FPS and so on. Modern GPU can handle extreme amount of triangles, and in like 90%+ cases not the triangles are cause performance issues.
So all those lowpoly topology guides/rules is not “that important”, but still important and just the “best practice” and technical easthetics.

1 Like

Wow, there is a lot of information here, those articles are great I haven’t known any of that before. Your technical knowledge is remarkable

I featured you on BlenderNation, have a great weekend!

1 Like

Thanks, Bart :raised_hands:
Have a nice weekend too!

1 Like

It looks good the texturing is great. I would do something with the background, like a gradient, so it is simply floating in space.

1 Like

good point, actually you aren’t the only one who said that to me about the background