Product Design Exercise : Steam Deck

This was one of the first complex 3D models I have made when steam first announced their new product steam deck. It was with limited reference model, and some dimension or design may mismatch. It was totally made with subsurface subdivision workflow and no Boolean. That means all the curve, insets and mesh cuts were done manually while maintaining edge flow.

Steam deck base render
Fig.01: Steam deck base render
Steam deck base render
Fig.02: Steam deck base render

I had also done the UV unwrap for this model, which is easy for most of the electrical device. However, the texture was created procedurally. The whole workflow was done inside blender3d application.

Steam deck clay view Steam deck wireframe view Steam deck clay view
Fig.03: Steam deck clay and wireframe view
Steam deck front UV layout Steam deck back UV layout
Fig.04: UV layout

The textures were made procedurally with blender’s shader nodes. I have also tried to give it a cyberpunk theme as you can see below. It was a good exercise for product rendering in terms of product complexity as well as lighting set up.

Steam deck with cyberpunk theme
Fig.05: Steam deck with cyberpunk theme
Steam deck with cyberpunk theme
Fig.06: Steam deck with cyberpunk theme
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