TZS First Austria AM/FM Radio Receiver

This is a model of a radio I’ve recently got my hands on. It was based on a product by TZS First Austria. My main goal for this project was to practice my modeling and texturing skills. The radio, the cable and the battery were created by me for this portfolio piece. Other objects visible in the thumbnail and scene renders are downloaded from various sources.



Assets used for the scene:
Wooden chest (used as a table) - PolyHaven
Pencil - PolyHaven
Magazines - PolyHaven
Plants - BlenderKit (by fergini, rexhanscreations)
Cup of coffee - BlenderKit (by Soheil Mahmoudi)
Newspapers - Sketchfab (by karlwirbelwind [CC0] Newspaper Stack - Ready to Unity HDRP - Download Free 3D model by karlwirbelwind [c4311a0] - Sketchfab)

The radio was modeled with the intention of having mostly quad topology for sub-d. I started with quick modeling using booleans and then I manually retopologized it. It was really good opportunity to practice solving n-gons. There are some triangles but I’ve made sure they appear on flat surface. With little more conscious planning I could probably avoid all of them. The model is uv unwrapped for a single 4k texture set, with the average texel density of 64.7 px/cm.
I’ve decided to also model the cable and keep it as a seperate object with individual material because it’s not essential for the radio to work. It uses 2k texture set with the texel density of 114 px/cm.
On top of that I’ve made a R20 battery that powers up the radio. It was mainly based on Energizer batteries, however finding references from all sides proved difficult so to create the label I’ve resorted to bits and scraps I could find on the Internet and used AA version of the battery for some parts of the label. Battery uses 2k texture with a 172.8 px/cm texel density.
This project was great opportunity to also practice my 2D skills which I used to create mentioned battery label, aswell as product label and frequency shield for the radio.

I’ve recently found a LookDev studio 3d model, created by Albin Merle(https://www.artstation.com/artwork/zDAQWZ) so I’ve decided to try it out for close-ups of my model. I was really pleased with the lighting it provided. All lookdev renders don’t have any postprocessing done, they are directly from Blender.




















Modeled with Blender.
Texturing in Substance 3D Painter.
2D works done in Krita and Inkscape.
Postprocessing on scene renders done in Gimp.

For more: Artstation, Instagram

28 Likes






















14 Likes

Awesome details and crazy patient work!
:blue_heart:

1 Like

Appreciate it!

Very fine work!

Thanks for sharing so much detail as well; it’s really interesting to me to see how people develop their projects.

1 Like

Thank you! During my recent projects I’ve came to the conclusion that if I spent that much time working on something I might aswell just go crazy and render as much as I can. It feels wasteful to just do scene renders and be done with it :slight_smile:

1 Like


3 Likes

I featured you on BlenderNation, have a great weekend!

1 Like

Thank you! Appreciate it!

1 Like

hello can you please explain how you use the color charts here to allegedly balance color? i am kind of a noob on the color side on compositing, specially now with the coming changes such as the new Agx (filmic v2) and everything about color correction in general…

I’m doing really basic image editing in Gimp.

  1. Levels - move sliders to reach histogram for both shadows and highlights and then midtones to get something I’m happy with.
  2. Curves - increase contrast, vey subtle S shape.
  3. Saturation - very subtle decrease.
  4. Blur - very delicate to decrease sharpness you get from rendering.
  5. Lens distortion - very subtle
  6. Film grain - just a little bit
  7. Vignette on ± 60% opacity.

That’s basically it. I sometimes skip steps or add something else, but rarely. I usually render to png, cause there is too much bother with exr and i don’t make anything crazy to actually benefit from this format. As for color space, I haven’t really go beyond srgb and filmic transform from Blender. And thoe color charts you see in lookdev renders, I’ve never used them. It came with the scene from the lookdev studio model and i just included it as it looks nice and feels professional :smiley:

2 Likes

Lmao ok then :rofl::ok_hand:

1 Like

You’re on the #featured row! :+1:

1 Like

DUUUDE!! these straight-up look-like photos. great work love it

Thank you! Appreciate it! :saluting_face:

1 Like

Thank you! Glad you liked it :slight_smile:

What a nice piece of 3d work!

1 Like

Thank you :slight_smile: