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TX16S MKII Drone Controller

TX16S MKII drone controller I recently made for a real-time VR drone training simulator running in UE5. I was tasked with creating a low poly but high fidelity 'hero' asset that the player will see directly in front of them at all times, so any mistake would be very noticable.

I started by modelling a high poly model in 3DS Max using front, side, back and top views for proportion. This was then retopologized and Unwrapped before baking in Substance Painter.

I had to get creative with the UVs, as I wanted to fit everything in a single 4k texture set, so any elements that were symmetrical were unwrapped and duplicated after the fact. The most difficult part of this was getting a realistic surface finish without adding lots of dirt and grime. All the references were very 'clean' so I imagined what the surface would be like after a few uses. This culminated in several passes for small edge damage, dust in occluded spaces, subtle surface scuffs, scrapes on edges/corners etc.

I think this is one of the first assets I have made where the back is more complex than the front, but I was very pleased to see it translate into engine fairly well.

Poly Count: 32,716 Tris
Texture Sets: 1x 4K

Front close up rendered in Toolbag

Front close up rendered in Toolbag

Front/Side

Front/Side

Rear/Side

Rear/Side

Rear / right side

Rear / right side

Rear / close up

Rear / close up

Front / Right side

Front / Right side

Front / Left side

Front / Left side

Full colour render in Toolbag

Full colour render in Toolbag

Wireframe render in Toolbag

Wireframe render in Toolbag

1 Single 4K texture sheet. Handles, joysticks, switches etc. were all duplicated after unwrapping.

1 Single 4K texture sheet. Handles, joysticks, switches etc. were all duplicated after unwrapping.

Reference imagery I was provided and some I found for scale in the players hands.

Reference imagery I was provided and some I found for scale in the players hands.

UE5 Lookdev

UE5 Lookdev

UE5 Lookdev

UE5 Lookdev