Animation
3D
Motion Design
Product
Nintendo DSi - Product Visualization
20. July 2021
Since the Nintendo Switch's success in 2017, the Nintendo market has seen a resurgence, evoking nostalgia. This inspired me to model a Nintendo DSi for a visualization project. Despite minor deviations from the original, intentional modifications were made for aesthetic appeal, resembling a remake. The modeling process included creating the DSi, stylus, game card, and setting up a studio with appropriate lighting, while animations were simplified using an XPresso controller.
Modeling
The entire modeling process was done in Cinema 4D, focusing on clean hard-surface topology and accurate proportions. The scene consists of three main objects — the Nintendo DSi console, a game card, and a stylus. The model is based on a mix between the Nintendo DSi and the classic Nintendo DS, combining design elements from both versions to achieve a balanced look. Special attention was given to keeping the mesh suitable for subdivision surface while maintaining a relatively low poly count to ensure smooth performance during the animation phase.
Texturing
The process was a mix of custom-made textures created in Photoshop and procedural materials built directly inside Cinema 4D and Octane.
Key surface details such as the Nintendo labels, button icons, and indicator lights were designed in Photoshop and applied as high-resolution texture maps. Additional normal maps were used to emphasize subtle surface variations including the L/R triggers, power button, and other small elevations that give the console a more tactile feel. The game card textures were also created from scratch in Photoshop.
Lighting & Scene Setup
A studio lighting approach was used, with a slightly different setup for each scene. Each scene includes an overhead light, left and right rim lights, a fill light, a key light, and an HDRI for subtle reflections. Three main lighting environments were created: an experimental setup, a detail scene, and a total scene. The experimental setup focused on exploring interesting compositions without a specific purpose. The detail scene showcased close-up views of the Nintendo console, stylus, and game card. The wide scene presented the entire setup, showing the full console in context, along with the lighting and scene arrangement.
Experimental Scene
Detail Scene
Total Scene
Animation
The animation was driven through an Xpresso system inside Cinema 4D. It was used to automate simple mechanical movements such as button presses, the opening and closing of the display, and the motion of the crosspad. All remaining elements were hand-animated to achieve natural motion and precise timing. An animatic was created beforehand to plan camera movement and overall rhythm before rendering the final sequence.
Xpresso-Graph
Animatic Video
Final Renders
Detail
Experimental 01
Experimental 02
Total

















