GameBro Portable Gaming Device (Gameboy)

This model was an assignment for a 3D modeling course at the University of Central Florida. The original image was an AI-generated image of a Gameboy that we used to create the overall shape of the model in Maya before creating a high-poly mesh in ZBrush and texturing. The assignment's criteria involved using Booleans wherever possible and box-modeling techniques to create the shape of the mesh. We were allowed to freely texture the finished model in Substance 3D Painter however we liked, following the PBR-workflow. I added a camera on top, similar to the Gameboy Camera.

The front and back sides of the model. Rendered in Unreal Engine 5.

The front and back sides of the model. Rendered in Unreal Engine 5.

I added small text imprints throughout the model. These dials I imagined would be used to control the X and Y axes, much like an 'Etch A Sketch.'

I added small text imprints throughout the model. These dials I imagined would be used to control the X and Y axes, much like an 'Etch A Sketch.'

I added my handle in the backside imprint, along with Japanese Katakana that would read as "Smithereens." Luckily this GameBro is recyclable.

I added my handle in the backside imprint, along with Japanese Katakana that would read as "Smithereens." Luckily this GameBro is recyclable.

I imagined the top connector of the model to have a metal connection point.

I imagined the top connector of the model to have a metal connection point.

A closer screenshot of the front panel details. There are two options at the bottom for "turbo" and "overdrive." I imagined they could be used in someway with gameplay.

A closer screenshot of the front panel details. There are two options at the bottom for "turbo" and "overdrive." I imagined they could be used in someway with gameplay.

A different lighting angle. I really like this one.

A different lighting angle. I really like this one.

A screenshot of the high poly mesh frontside in ZBrush.

A screenshot of the high poly mesh frontside in ZBrush.

The lower poly model after retopology, sitting at 11.7k triangles. I was able to preserve most of the high poly mesh details after some adjustments to the model/UVs and creating a cage to bake with.

The lower poly model after retopology, sitting at 11.7k triangles. I was able to preserve most of the high poly mesh details after some adjustments to the model/UVs and creating a cage to bake with.

A screenshot of the UVs, using UDIMs, Virtual Texture Support, and two materials in Unreal Engine. I opted to split the UVs into 4 tiles to add as much detail as possible while still being able to render it as a game-ready item in Unreal Engine.

A screenshot of the UVs, using UDIMs, Virtual Texture Support, and two materials in Unreal Engine. I opted to split the UVs into 4 tiles to add as much detail as possible while still being able to render it as a game-ready item in Unreal Engine.

A progress shot of the Boolean method and box-modeling used to start shaping out the model.

A progress shot of the Boolean method and box-modeling used to start shaping out the model.