It’s been a while since my last upload! This is my stab at a Gameboy Advance SP.
This is my first released model made using a weighted normal workflow. Typically I would make the geometry and bake in any necessary bevels using the bevel node in Blender but this time it’s all actual geometry!
This model is game ready, though be warned it is fairly high poly for what it is.
34,500k Tris for the main system and about 2500k tris for each cartridge.
The extra attached file contains the blend file I made this in as well as all the necessary textures. The blend file also includes the LCD material I used to bake the screen. It should be the first thing Blender opens to, if not check the Outliner for the “LCD Blender” object which contains this material. Use the image node in the LCD material to change the image. Use the multiply nodes in the LCD material to change the number of screen pixels.
GBA SystemDiffuse: 4096x4096Alpha: 1024x1024Emission: 1024x1024Metallic: 4096x4096Roughness: 4096x4096Transmission Roughness: 1024x1024Decal Metalness: 128x128Decal Roughness: 128x128Decal Diffuse: 1024x1024
Cart textures are all 2048x2048 except metallic which is 512x512 Metroid Fusion cart diffuseMetroid Zero Mission cart diffuseNormal mapSpecular mapMetallicRoughness