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Recreating The Original Clear Shell Game Boy With 3ds Max & 3D Painter

3D Artist Carla Albertelli talked to us about the Game Boy project, discussing how the very first Game Boy model, transparent shell edition and worn out over time, was recreated with 3ds Max and Substance 3D Painter.

Introduction

My name is Carla Albertelli and I'm 21 years old. Currently a student at New3dge in Paris, I started these studies because I became interested in digital art in general, and ended up falling completely in love with the profession. It's only been two years since I started 3D, and I own much of my level to New3dge, which allowed me to acquire solid skills.

The Game Boy Project

I began my Game Boy project as part of a semester project at my school, working independently. I chose to recreate a Game Boy, in memory of my childhood with my older brother, recalling watching him play on his Game Boy Color. So I spent several hours searching for good quality references to start my project, which are essential for understanding the object and getting as close to reality as possible.

Modeling

For modeling, I used 3ds Max. The biggest challenge was modeling the Game Boy case, as it is an extremely well-known object, any shape error would quickly make the object unrealistic.

For modeling details and additional parts like batteries and the circuit board, just like with the Game Boy, I relied on a lot of references. Next, I worked on the UVs using RizomUV software. I didn't encounter any particular problems because I had cleaned up the topology beforehand. This step should not be neglected, as without good UVs, the texturing won't be of high quality, so I placed my UVs on several UDIMs to achieve good quality.

Texturing & Lighting

For texturing, I first did pre-shading to better visualize the outcome. Then, I switched to Substance 3D Painter.

I initially focused on the plastic, which took a lot of time because creating realistic transparent plastic was challenging. I adjusted many parameters and created maps to simulate the wear and yellowing of the plastic over time. Then, I relied on references to add details and scratches, creating curvature maps to damage the plastic that is most in contact with the environment. For the smallest parts, I focused on those that were most visible and added a lively aspect to the Game Boy.

It is important to work cleanly with layers and to tidy everything up properly in order to work in the best conditions:

Once all the maps were in place and the texturing was completed, I positioned the lights to highlight my object, inspired by the lighting of old retro advertisements.

Conclusion

After properly setting up my lights, I proceeded with the renders, which took considerable time since my object was transparent. I had to do this over several days, but the result was worth the wait.

If I could give one piece of advice, it would be not to overlook the research for references. Without them, it's impossible to create a convincing object.

Carla Albertelli, 3D Artist

Interview conducted by Gloria Levine

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