A video of the completed model, minor post-processing for denoising (needed it done in under a day, so my sample count is lower), and a very mild fog glow.
Cathedral Radio I threw together this morning. It's often the first thing I do after I get up, just to get me in a productive mood. It's not that it isn't hard work; but there's unique satisfaction in taking that default cube and molding it into my vision...
All materials are procedurally produced. The wood was done with two layers of Musgrave noise, layered and clamped in such a way as to suggest wear and tear. You can still see artifacts of the mirror modifier if you look closely; but honestly I kind of like it, and I think it might actually reduce art fatigue to leave it like it is. The actual fabric mesh over the speaker is a simple checkerboard pattern, as at this distance it's the last thing that the player is going to see.
Geometrically, most of the front details were done with a knife projection over a mirror modifier. The initial shapes were almost entirely Bezier curves, which I find easier to sculpt into that sort of organic flow. After the projection, I could extrude them inward. This turned one of the faces into a horrible N-gon, but it isn't meant to animate and in the worst case scenario, I can triangulate it or, if I need to, break it down into quads by hand. It's more work, sure, but it isn't that bad, and I really like the result.
The whole model is 2,734 faces, which is higher than I usually go for, but I haven't decimated it, merged planar faces, or un-subdivided anything yet, so not bad, all things considered. I know, I know... it's not 1993 anymore... I'm slowly learning. Still, when you're potentially transmitting anything at high rates over a network, it doesn't hurt to pretend it is, just a little...