Behind the Scenes: Fantasy Recreation Boy

Behind the Scenes: Fantasy Recreation Boy
Behind the Scenes: Fantasy Recreation Boy

INTRODUCTION

Hi there, I am Masih Ahmadi, a 28-year-old from Iran. My pal, Mahdi Manavi, and I are the founders of Bridge Studio. I’ve expertise working as an architect for about 4 years, however we determined to alter our focus and delve into studying 3D modeling, rendering, sculpting, and texturing. Now we have beforehand labored on simulating 3D buildings utilizing software program like 3DS Max, SketchUp, Lumion, and V-Ray. Nonetheless, for the previous 3 years, we’ve shifted our consideration in direction of creating objects that we use in our inside and exterior tasks.

As a part of this transition, we’ve acquired abilities in Blender, Substance Painter, ZBrush, Unfold 3D, Plasticity, and Marmoset.

INSPIRATION

Truly, I wished to create one thing that evokes nostalgia. I used to be trying to find an acceptable nostalgic reference for tutorials, and I wished one thing that many individuals might relate to and have fond reminiscences of. Throughout my search, I got here throughout some AI-generated (Midjourney) references of the Nintendo Recreation Boy. These references have been fairly cute, so I selected one in every of them and recreated it in 3D with some minor modifications.

PROCESS

Pc Specs

To begin with, my PC has an Asus graphics card, the 4060 Ti 8GB mannequin. It additionally contains a Core i9 12900 processor, 32GB of RAM, and an Asus Z690 Elite AX motherboard with a 500GB Giga NVMe SSD.

Software program

We used software program resembling Plasticity, Blender, Substance 3D Painter, Unfold 3D, and Photoshop.

Modeling

At first, we used Plasticity to mannequin the bottom half, incorporating boolean actions. Alternatively, we might have used Blender for this step. Subsequent, we exported each a high-poly and a low-poly model of the bottom half to Blender. Then, we imported the elements and utilized bevels utilizing Blender, creating extra low-poly and high-poly parts.

Texturing & Baking

Following that, we unwrapped the mannequin utilizing Unfold 3D and used Substance 3D Painter for the baking and texturing course of.

Lighting & Rendering

Afterward, we returned to Blender to regulate lighting and rendering utilizing Cycles. We additionally made some adjustments to the shaders, together with including extra AO, smoothing out the sides, and making a particular glass materials for some elements. As soon as the rendering was full, we proceeded to Photoshop for shade correction changes. 

 Lastly, we used Blender to create a small animation that includes Tremendous Mario on the display screen. And that is it!

RENDER: Fantasy Recreation Boy

Element renders:

Thanks for studying! Be happy to achieve out on our social media.

Concerning the Artist                       

Masih Ahmadi is a 3D artist from Iran, presently working together with his pal Mahdi Manavi at Bridge Studio.