Behind the Scenes: Family Computer

INTRODUCTION

Hello, my name is Claudiane, also known as Anne Muniz, and I am a 3D artist currently living in Rio de Janeiro, Brazil.

I discovered 3D about a year and a half ago. I started practicing it as a hobby, and curiously fell in love with 3D modeling. Since then, I have been practicing and delving deeper into this area. I won a scholarship for a training course at Escola de Artes Digitais Revolution (Brazil) which uses Blender as the main software.

I am currently developing myself in the areas of modeling, texturing, lighting, and rendering.

I’ve loved crafts since I was a child and I’ve always enjoyed the creative process that this path takes me through. Now, by combining art and technology, I feel complete.

INSPIRATION

Passionate about games, I decided to create a Nintendo Family Computer console model, updated and adapted to current technology.

This piece was developed for the challenge of module 4 of the course with the assistance of my teachers. The theme was to create a classic console made only by subdivision modeling, prioritizing care with flows and redirections.

Taking inspiration from the console’s history, I preferred to add vibrant and fun colors, as Nintendo’s proposal was to convey the idea that the console was a toy. So, I wanted to maintain that same impression while maintaining the original format of the product.

I also chose the Super Mario theme to bring the feeling of nostalgia.

PROCESS

Software information

Here is some technical information used in my final render:

  • 3D Software: Blender
  • Main rendering: Cycles, 1920 x 1080px, 2048 Samples
  • Camera: 80mm Perspective
  • Post production: Adobe Photoshop

Modeling

First I started with a search for references and a little about the history of the console.

Next, I did a simple block to determine the proportions of the product and thus study where I could start modeling.

I started at the top of the console, worrying about the cartridge inputs and buttons, and always trying to pay attention to the flows and redirection. It was a very challenging and, at the same time, a fun process.

Then I went to modeling the controls and components.

After completely modeling the console, I positioned the camera and began the lighting and product positioning stage.

Texturing

I unwrapped the UVs and started applying the textures. I used procedural textures and PBR images to complement. I also added masks for the details with illustrations.

I carried out the entire texture process in Blender’s own node system.

I particularly like the texturing process; I like dealing with colors and materials. I always have a lot of fun at this stage of the creation.

Final lighting adjustments:

I took the liberty of making additional skins for the controls.

Presentation

In the presentation of the project, I made a more advertising design, aiming to announce what the relaunch of the product would be, which was proposed in the course. In honor of the school and my teacher Ivan Stephen, I made art for an initial game menu with both of their names.

And that was all! Below are the finals renders, I hope you like them!

RENDER : Family Computer

Thank you for reading this article. Feel free to ask any questions, and if you like my work, follow me on my social media. Have a great day!

About the Artist                       

Anne Muniz is a 3D artist from Rio de Janeiro, Brazil, currently developing in the areas of modeling, texturing, lighting, and rendering. She is looking for an opportunity in the market.                                     

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