Observe and measure a 1:1 replica in real life to model and texture by hand for still renders. As I was learning more and more about 3D design, I worked through recreating objects in my room from varying degrees of complexity. Time had come that I felt comfortable taking on the challenge of replicating all the intricate detail. Additionally, I didn't want to use pre-made textures this time—I was going to learn how to use Substance Painter to make my own custom textures.
Taking my digital calipers and meticulously measuring pieces, I began to block out simple forms and shapes that would later become/inform the more complex geometry of the model. I started with the tape deck, then went on to the screen above it. The modular aspects of the original design made it easy to block out separate parts, as the Geiger counter and radio modules shared similarities that I could take advantage of during modeling.
Adding Substance Painter (now Substance 3D Painter) to my tool kit was a huge leap forward for my 3D design skills, but also for my ability to sell realism in renders. More so than watching and applying knowledge from tutorials online, I learned more about the importance of blocking and improving topology. Being entirely self taught, I often learn primarily from the mistakes I make along the way to the final product. It was refreshing (and honestly a little bit empowering) to see improvement and to yield a project I am proud of.
I had been putting off recreating this specific model for a while, as the range of complexity intimidated me. Tackling it was not only relieving, but it showed me that I am capable of pushing myself toward a goal that I'm able to achieve. There are a lot of design principles at work in this piece that don't exclusively apply strictly to my 3D work. Textures are a 2D medium after all—all we're doing is showing them where to crease and fold.