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	<title>Increality &#187; Featured</title>
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	<link>http://increality.com</link>
	<description>Home of the very first All Original iPhone Wallpapers on the Net</description>
	<lastBuildDate>Tue, 25 May 2010 23:23:40 +0000</lastBuildDate>
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		<title>Reaction Animation</title>
		<link>http://increality.com/featured/499/</link>
		<comments>http://increality.com/featured/499/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 05:56:16 +0000</pubDate>
		<dc:creator>Increality</dc:creator>
				<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false">http://increality.com/featured/499/</guid>
		<description><![CDATA[Here&#8217;s a recent animation I&#8217;ve made in Lightwave.  Rather fun to do]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a recent animation I&#8217;ve made in Lightwave.  Rather fun to do</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="480" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.inc3d.com/3dups/smiley.swf" /><embed type="application/x-shockwave-flash" width="640" height="480" src="http://www.inc3d.com/3dups/smiley.swf"></embed></object></p>
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		<title>Fox Shox</title>
		<link>http://increality.com/featured/fox-shox/</link>
		<comments>http://increality.com/featured/fox-shox/#comments</comments>
		<pubDate>Mon, 06 Apr 2009 22:07:05 +0000</pubDate>
		<dc:creator>Increality</dc:creator>
				<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false">http://increality.com/?p=485</guid>
		<description><![CDATA[Here&#8217;s my newest creation, using Lightwaves great lighting and rendering tools, I was able to create a fairly simple model, and make it pretty realistic looking.  This was done for a 2 hour speed modeling contest originally, and then enhanced for a better rendered result.]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s my newest creation, using Lightwaves great lighting and rendering tools, I was able to create a fairly simple model, and make it pretty realistic looking.  This was done for a 2 hour speed modeling contest originally, and then enhanced for a better rendered result.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Increality Reborn!</title>
		<link>http://increality.com/featured/news/</link>
		<comments>http://increality.com/featured/news/#comments</comments>
		<pubDate>Tue, 03 Feb 2009 01:59:27 +0000</pubDate>
		<dc:creator>Increality</dc:creator>
				<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Welcome to the new look of Increality! As you can probably tell, as a celebration of 2 years online, the site has undergone a complete overhaul to it&#8217;s layout and we&#8217;re proud to say we&#8217;ve incorporated a lot of new features to better enhance your experience here. The old site, shown here, gave a proud [...]]]></description>
			<content:encoded><![CDATA[<p><span style="color: #999999;"><strong>Welcome to the new look of Increality!</strong><br />
As you can probably tell, as a celebration of 2 years online, the site has undergone a complete overhaul to it&#8217;s layout and we&#8217;re proud to say we&#8217;ve incorporated a lot of new features to better enhance your experience here.<a href="http://increality.com/wp-content/uploads/2007/02/increality_com_oldsite.jpg"><img class="size-full wp-image-271 alignright" style="margin: 5px 10px;" title="increality_com_oldsite" src="http://increality.com/wp-content/uploads/2007/02/increality_com_oldsite.jpg" alt="increality_com_oldsite" width="300" height="221" /></a><br />
The old site, shown here, gave a proud 2 years of service and it will be missed.  Increality has always been and will probably always be a work in progress.  As the site does continue to progress, I hope you the viewer will find the changes to your liking and will continue to come back to see all the new artwork that is in store.<br />
New Site Features:<br />
We&#8217;ve made the switch to WordPress, a more complete and user friendly cms system.<br />
New image galleries are in place that allow for easier access while navigating the site with your iPhone.<br />
Flash banners are in place!<br />
Better advertising for important content like the tutorials will be<br />
displayed on the front page.  The use of &#8220;blog like&#8221; posting throughout the front page will keep the regulars and the newcomers up to date as to what content is new and important.</span></p>
<p><span style="color: #999999;">I&#8217;d like to personally thank you for baring with us as we&#8217;ve made this, although not easy, but necessary transition.  We&#8217;ll work out the final kinks, and you can expect to see great things coming out of this site for 2009!</span></p>
<p><span style="color: #999999;">Sincerely,<br />
Jesse (Mr. Increality)</span></p>
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		<title>Making of Sony Playstation Portable-PSP</title>
		<link>http://increality.com/featured/making-of-sony-playstation-portable-psp/</link>
		<comments>http://increality.com/featured/making-of-sony-playstation-portable-psp/#comments</comments>
		<pubDate>Thu, 04 Oct 2007 22:26:06 +0000</pubDate>
		<dc:creator>Increality</dc:creator>
				<category><![CDATA[3D Studio Max]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D Max]]></category>

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		<description><![CDATA[Tutorial Information: For 3D Studio Max Version 8.5 Difficulty: Intermediate-Advanced Emphasis: Walk Through only (this is not a step by step tutorial) You should acquire some knowledge of Max&#8217;s interface before using this tutorial. All images in this tutorial can be clicked on to enlarge for better visibility. Hello and welcome to Increality&#8217;s third installment [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><span style="color: #808080;"><strong>Tutorial Information:<br />
For 3D Studio Max<br />
Version 8.5<br />
Difficulty: Intermediate-Advanced<br />
Emphasis: Walk Through only (this is not a step by step tutorial)<br />
You should acquire some knowledge of Max&#8217;s interface before using this tutorial. All images in this tutorial can be clicked on to enlarge for better visibility.</strong></span></p>
<p><span style="color: #808080;"><strong><a href="http://increality.com/wp-content/uploads/2007/10/psp_tut_banner2.jpg"><img class="size-full wp-image-249 aligncenter" title="psp_tut_banner2" src="http://increality.com/wp-content/uploads/2007/10/psp_tut_banner2.jpg" alt="psp_tut_banner2" width="482" height="93" /></a></strong></span>Hello and welcome to Increality&#8217;s third installment of modeling electronics. This Making of a Sony PlayStation tutorial is intended as a walk-through or guide to modeling and texturing a PSP. This tutorial is however not a step-by-step, number for number tutorial. If you&#8217;re looking for a step-by-step tutorial for intermediate to advanced modeling using 3D Max, I encourage you to check out my Basic iPhone tutorial or my Advanced iPhone tutorial to bring yourself up to speed with how I will be modeling in this tutorial. Then challenge yourself by coming back to this tutorial. If your fairly familiar with modeling using editable poly, then without any further adieu, lets begin.</p>
<p>First, I set up my scene using one thin reference box with images on the front and back. You can find the reference images by doing a google search. There&#8217;s plenty out there.<br />
I then began creating my model by using the line tool. I created an arc first to follow the curve of the side of the PSP, then mirrored it. After that I attached the two arcs together to make one object, created a couple of lines to connect them together and made sure to weld any pair of vertices that needed to be connected. I believe I ended up with 8 vertices after doing this.I tried several other ways for beginning this model, but I really like this one because it gets your basic shape going right off the bat.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/10/psp_setup.jpg"><img class="size-thumbnail wp-image-319 alignnone" style="margin-left: 5px; margin-right: 5px;" title="psp_setup" src="http://increality.com/wp-content/uploads/2007/10/psp_setup-150x150.jpg" alt="psp_setup" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_spline01.jpg"><img class="size-thumbnail wp-image-321 alignnone" style="margin-left: 5px; margin-right: 5px;" title="psp_spline01" src="http://increality.com/wp-content/uploads/2007/10/psp_spline01-150x150.jpg" alt="psp_spline01" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_spline02.jpg"><img class="alignnone size-thumbnail wp-image-323" style="margin-left: 5px; margin-right: 5px;" title="psp_spline02" src="http://increality.com/wp-content/uploads/2007/10/psp_spline02-150x150.jpg" alt="psp_spline02" width="150" height="150" /></a></p>
<p>Next I added a simple extrude. I didn&#8217;t have a side reference view, so I modeled the thickness by eye. I converted to an editable poly by collapsing all. I&#8217;ve found it easier to use editable poly rather than editable mesh for more detailed models such as this. Next I did some connecting of vertices and cutting of polygons to get it to where it is here. I knew I was going to need more segmentation for the detail later on.<br />
I proceeded to extrude so that I had 3 main chunks on the side. The middle area for the triggers/etc., and the section for the front and the back. I deleted the necessary polygons around the indented trigger areas, then rebuilt them to make the indentations. Then I adjusted the appropriate vertices to bring the angles out remembering to use &#8220;alt&#8221; + &#8220;x&#8221; to toggle between see-through mode.<br />
<a href="http://increality.com/wp-content/uploads/2007/10/psp_first_segmentation.jpg"><img class="size-thumbnail wp-image-326 alignnone" style="margin-left: 5px; margin-right: 5px;" title="psp_first_segmentation" src="http://increality.com/wp-content/uploads/2007/10/psp_first_segmentation-150x150.jpg" alt="psp_first_segmentation" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_trigger_space.jpg"><img class="alignnone size-thumbnail wp-image-328" style="margin-left: 5px; margin-right: 5px;" title="psp_trigger_space" src="http://increality.com/wp-content/uploads/2007/10/psp_trigger_space-150x150.jpg" alt="psp_trigger_space" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_adjust01.jpg"><img class="alignnone size-thumbnail wp-image-329" style="margin-left: 5px; margin-right: 5px;" title="psp_adjust01" src="http://increality.com/wp-content/uploads/2007/10/psp_adjust01-150x150.jpg" alt="psp_adjust01" width="150" height="150" /></a></p>
<p>Next I started modelling the back handle areas. I pulled out some vertices on both of these sides together as one and tried to get a good end result after mesh smooth was applied. I wanted some added detail on the back. I did this be chamfering lines or inseting, and extruding by negative. Standard view &#8211; And after mesh smooth applied</p>
<p><a href="http://increality.com/wp-content/uploads/2007/10/psp_back01.jpg"><img class="alignnone size-thumbnail wp-image-337" style="margin-left: 5px; margin-right: 5px;" title="psp_back01" src="http://increality.com/wp-content/uploads/2007/10/psp_back01-150x150.jpg" alt="psp_back01" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_back_detail.jpg"><img class="alignnone size-thumbnail wp-image-338" style="margin-left: 5px; margin-right: 5px;" title="psp_back_detail" src="http://increality.com/wp-content/uploads/2007/10/psp_back_detail-150x150.jpg" alt="psp_back_detail" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_back_detail02.jpg"><img class="alignnone size-thumbnail wp-image-339" style="margin-left: 5px; margin-right: 5px;" title="psp_back_detail02" src="http://increality.com/wp-content/uploads/2007/10/psp_back_detail02-150x150.jpg" alt="psp_back_detail02" width="150" height="150" /></a><br />
I started adding some details. First I chamfered the edges of the model to make it look more clean. Second for the looped area down on the bottom left. This was a little difficult because that area is hard to work with. I found the best way to do this was to delete the polygons by using the reference image in the back as my guide. Then, using the left view port, duplicate vertices and drag them over to the center so that I could rebuild polygons in that area while in Polygon sub-object mode. Then I started adding detail just above the loop area on the back. I used the same method as earlier pretty much. Chamfer, inset and then extrude with negative values.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/10/psp_prog01.jpg"><img class="alignnone size-thumbnail wp-image-346" style="margin-left: 5px; margin-right: 5px;" title="psp_prog01" src="http://increality.com/wp-content/uploads/2007/10/psp_prog01-150x150.jpg" alt="psp_prog01" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_bottom_loop.jpg"><img class="alignnone size-thumbnail wp-image-347" style="margin-left: 5px; margin-right: 5px;" title="psp_bottom_loop" src="http://increality.com/wp-content/uploads/2007/10/psp_bottom_loop-150x150.jpg" alt="psp_bottom_loop" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_side_detail.jpg"><img class="alignnone size-thumbnail wp-image-348" style="margin-left: 5px; margin-right: 5px;" title="psp_side_detail" src="http://increality.com/wp-content/uploads/2007/10/psp_side_detail-150x150.jpg" alt="psp_side_detail" width="150" height="150" /></a><br />
Next I modeled the detail on top. Moved on and added more detail to the plug area, and both sides where those little side switches are.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/10/psp_prog02.jpg"><img class="alignnone size-thumbnail wp-image-350" style="margin-left: 5px; margin-right: 5px;" title="psp_prog02" src="http://increality.com/wp-content/uploads/2007/10/psp_prog02-150x150.jpg" alt="psp_prog02" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_plug.jpg"><img class="alignnone size-thumbnail wp-image-351" style="margin-left: 5px; margin-right: 5px;" title="psp_plug" src="http://increality.com/wp-content/uploads/2007/10/psp_plug-150x150.jpg" alt="psp_plug" width="150" height="150" /></a><br />
This next part was really fun to do. It however took a rather long time to figure out. This is the area where the left buttons needed to go. Check out some of the steps to the right here &#8211; It all started from chamfering the necessary vertices, and simply building up from them. Chamfer, then pull vertices out in one direction using your front viewport so that they match the circle around the buttons in the referance image. Once you get the pattern figured out it isn&#8217;t all that hard to do. You keep moving on and then start chamfering and adjusting areas or extruding so that you can start building up each individual button.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/10/psp_button_start.jpg"><img class="alignnone size-thumbnail wp-image-353" style="margin-left: 5px; margin-right: 5px;" title="psp_button_start" src="http://increality.com/wp-content/uploads/2007/10/psp_button_start-150x150.jpg" alt="psp_button_start" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_button02.jpg"><img class="alignnone size-thumbnail wp-image-354" style="margin-left: 5px; margin-right: 5px;" title="psp_button02" src="http://increality.com/wp-content/uploads/2007/10/psp_button02-150x150.jpg" alt="psp_button02" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_button03.jpg"><img class="alignnone size-thumbnail wp-image-355" style="margin-left: 5px; margin-right: 5px;" title="psp_button03" src="http://increality.com/wp-content/uploads/2007/10/psp_button03-150x150.jpg" alt="psp_button03" width="150" height="150" /></a><br />
<a href="http://increality.com/wp-content/uploads/2007/10/psp_rbutton.jpg"><img class="alignnone size-thumbnail wp-image-356" style="margin: 5px;" title="psp_rbutton" src="http://increality.com/wp-content/uploads/2007/10/psp_rbutton-150x150.jpg" alt="psp_rbutton" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_back_detail03.jpg"><img class="alignnone size-thumbnail wp-image-357" style="margin: 5px;" title="psp_back_detail03" src="http://increality.com/wp-content/uploads/2007/10/psp_back_detail03-150x150.jpg" alt="psp_back_detail03" width="150" height="150" /></a><br />
For the right side I did pretty much the same as the left side buttons. There were some differences, but still it was a matter of figuring out a pattern in your mesh that would work for the design of the psp buttons. Again it all started from a simple chamfering of the vertices and adjusting them in that area. The back then was fairly easy because it followed the same method as the circles around the button areas on the front. I also added a chamfer or inset of the edges and extruded to the negative to get that inseted groove going around the circle.<br />
To finish off the modeling part, I added the screen area and also added some last details to the back. Take a look at the finished model  -<br />
<a href="http://increality.com/wp-content/uploads/2007/10/psp_last_front.jpg"><img class="alignnone size-thumbnail wp-image-359" style="margin-left: 5px; margin-right: 5px;" title="psp_last_front" src="http://increality.com/wp-content/uploads/2007/10/psp_last_front-150x150.jpg" alt="psp_last_front" width="150" height="150" /></a><a href="http://increality.com/wp-content/uploads/2007/10/psp_last_back.jpg"><img class="alignnone size-thumbnail wp-image-360" style="margin-left: 5px; margin-right: 5px;" title="psp_last_back" src="http://increality.com/wp-content/uploads/2007/10/psp_last_back-150x150.jpg" alt="psp_last_back" width="150" height="150" /></a></p>
<p>Texturing began by deciding which renderer I wanted to use. I ended up using Vray, and used the materials that came <a href="http://increality.com/wp-content/uploads/2007/10/psp_texturing.jpg"><img class="size-thumbnail wp-image-361 alignleft" title="psp_texturing" src="http://increality.com/wp-content/uploads/2007/10/psp_texturing-150x150.jpg" alt="psp_texturing" width="150" height="150" /></a>with it. Most of Vray&#8217;s materials are very cool. Just remember if you decide to use Vray as your renderer, it does not have the capability to render Raytrace materials. I may end up texturing this model using MentalRay so that I can have one version with Raytrace, I just like those materials a lot. I used Multi-Subobject for my texturing method, and had 26 different polygon channel sets. If interested, you can take a look at how I set up my material Id&#8217;s below.</p>
<p>1 &#8211; default<br />
2 &#8211; screen<br />
3 &#8211; Front buttons at bottom<br />
4 &#8211; button &#8220;square&#8221;<br />
5 &#8211; button &#8220;triangle&#8221;<br />
6 &#8211; button &#8220;Circle&#8221;<br />
7 &#8211; button &#8220;X&#8221;<br />
8 &#8211; button &#8220;up&#8221;<br />
9 &#8211; button &#8220;left&#8221;<br />
10 &#8211; button &#8220;right&#8221;<br />
11 &#8211; button &#8220;down&#8221;<br />
12 &#8211; Toggle button<br />
13 &#8211; Left Trigger<br />
14 &#8211; Right Trigger<br />
15 &#8211; Center middle section &#8211; whitish/gray<br />
16 &#8211; Center circle on back for large PSP logo<br />
17 &#8211; Ring on back, shiny<br />
18 &#8211; Yellow plug<br />
19 &#8211; Top bumps (above screen)<br />
20 &#8211; Front/Right Sony logo<br />
21 &#8211; Front/Left PSP graphic logo<br />
22 &#8211; Smaller Sony logo back/left towards the top<br />
23 &#8211; Small UMD letters on back top right<br />
24 &#8211; Sound/Power 25 &#8211; Power/Hold<br />
26 &#8211; Front Default<br />
Most of my text logos and graphic logos I created in Illustrator, and brought into photoshop to convert them to transparent gif&#8217;s. Gifs work great because you can use them in the diffuse channel and set them to Alpha RGB&#8217;s. Play around with them and you can get awsome results. This enables you to have the graphic, or text that shows up on the psp, and have the background default texture show through where needed. The rest of the model was textured using the Vray, and using bump maps for such things as the toggle control on the front lower left, and bumps maps for the bottom buttons aswell.That&#8217;s how this model came to be. I hope you enjoyed this tutorial and are able to see one useful method for modelling a Playstation Portable. This model was a great learning experience and I also hope you&#8217;re as happy with your model at it&#8217;s completion as I was with mine.<br />
This tutorial is © 2007 Increality.com</p>
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