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Beatfinder Interstellar Radio

The Beatfinder Radio is a little side project I took on over my Christmas break, aka a Plasticity doodle that got out of hand. It's based on a concept by the fantastic Brian Sum, from his art book "Aftrmrkt".

I'm impressed with how far Plasticity has come as a viable option for creating game-ready assets thanks to the Blender Bridge, and it's a tool I'll be revisiting often when it comes to hard surface modelling.

The screen uses a 1024px colour texture with the eight different screen variations, and I'm just panning through them in the shader to animate it

Roughness and base colour renders, along with the texture maps and the UV map. The body and strap of the radio uses a 2048px texture set with a base colour, packed ARM and a normal map

Roughness and base colour renders, along with the texture maps and the UV map. The body and strap of the radio uses a 2048px texture set with a base colour, packed ARM and a normal map

The roughness map includes procedural masks based on light direction and ambient occlusion to add halftone and stripes into the roughness, to lean into the stylisation

Yellow pieces borrow their UVs from other similar elements of the model, to increase UV resolution and to save texturing time

Yellow pieces borrow their UVs from other similar elements of the model, to increase UV resolution and to save texturing time

Wireframe

Wireframe

The radio was first modelled in Plasticity, before being taken into ZBrush to polish the high poly. 
I used Plasticity's Blender Bridge utility to import a low-ish poly poly version of the CAD model, and tidied that up in Blender to get the final low poly

The radio was first modelled in Plasticity, before being taken into ZBrush to polish the high poly.
I used Plasticity's Blender Bridge utility to import a low-ish poly poly version of the CAD model, and tidied that up in Blender to get the final low poly