Nintendo 64 Controller
Roughly 20 hours of modeling work, with focus on appearance accuracy
When designed in 1996, the model was too hard to be 3D modeled with current technology. It was therefore modeled with clay, which is why the original controller is not perfectly symmetrical (making me scratch my head after importing reference pictures). I figured this complex surface would be a perfect challenge to start learning T-splines using Fusion 360.
Positives
- The overall appearance is quite true to the model
- Fairly quickly adapted to the modeling technique
Improvements
- The topology is not optimal with too many unessesary pinch points
- A hybrid between surface- and T-spline modeling would not only have resulted in a better model but would have been faster as well
- Take a controller apart and model the interal features