Walkie-Talkie

Prop Render 1

Prop Render 1

Video Render

Prop Render 2

Prop Render 2

Prop Render 3

Prop Render 3

Prop Render 4

Prop Render 4

Extra Render 1, featuring the robot "Simurgh" from my game

Extra Render 1, featuring the robot "Simurgh" from my game

Extra Render 2, featuring the robot "Simurgh" from my game

Extra Render 2, featuring the robot "Simurgh" from my game

Prop Render 5

Prop Render 5

Prop Render 6

Prop Render 6

Prop Render (Clean Version) 1

Prop Render (Clean Version) 1

Prop Render (Clean Version) 2

Prop Render (Clean Version) 2

Prop Render (Clean Version) 3

Prop Render (Clean Version) 3

Plasticity CAD Model

Plasticity CAD Model

Solid Render

Solid Render

Wireframe

Wireframe

UV Layout

UV Layout

Texture Set

Texture Set

Global Wear Control

Channels

Channels

Button Texturing

Lighting

Reference Board

Reference Board

Decals used while Texturing

Decals used while Texturing

Substance 3D Painter Layers

Substance 3D Painter Layers

This is a personal project. I wanted to practice more hero game props, CAD modelling, texturing, and also lighting and rendering in Unreal Engine 5.
Check out the detailed breakdown in my blog post : https://www.artstation.com/blogs/abdoubouam/Agd2X/walkie-talkie-game-prop-breakdown
The model uses 9.2K triangles and one 4K Texture set, which is usually too much for what I make for my own game (targeting the Steam Deck as the main platform), but it can be used during cutscenes, closeups, or even have LoD1/2 variations as the default in-game model.

Technical details aside, I wanted to make something that looks both tactical/military and also a bit retro with good aesthetics. I found a cheap model from Baofeng I liked, and adjusted it slightly to make it look higher quality. The adjustments are switching from an IPS LCD screen to an old monochrome segment LCD, and also adjust the material to have smaller grains and and be more resistant to scratches and damage, so no very long deep scratches, limited grain wear and things like that.

I used the following software :
Plasticity : CAD model/Highpoly
Blender : Lowpoly, UV Unwrapping
Affinity Photo : Decals, post-processing, breakdown images
Substance 3D Painter : Baking, Texturing
Unreal Engine : Lighting, Rendering

Date
February 16, 2025