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	<title>Increality &#187; 3D Studio Max</title>
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	<link>http://increality.com</link>
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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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		<title>Texturing an iPhone (Editable Poly)</title>
		<link>http://increality.com/tutorials/texturing-an-iphone-editable-poly/</link>
		<comments>http://increality.com/tutorials/texturing-an-iphone-editable-poly/#comments</comments>
		<pubDate>Tue, 26 Jun 2007 19:39:21 +0000</pubDate>
		<dc:creator>Increality</dc:creator>
				<category><![CDATA[3D Studio Max]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D Max]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Tutorial Information: For 3D Studio Max Version 8.5 used Difficulty: Intermediate Emphasis: Texturing only (Modeling found here) This tutorial goes over texturing of the iPhone done in editable poly. 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. [...]]]></description>
			<content:encoded><![CDATA[<p>Tutorial Information:<br />
For 3D Studio Max<br />
Version 8.5 used<br />
Difficulty: Intermediate<br />
Emphasis: Texturing only (Modeling found here)<br />
This tutorial goes over texturing of the iPhone done in editable poly.<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.</p>
<p style="text-align: center;"><a href="http://increality.com/wp-content/uploads/2007/06/txtiphone_banner.jpg"><img class="size-full wp-image-434 aligncenter" title="txtiphone_banner" src="http://increality.com/wp-content/uploads/2007/06/txtiphone_banner.jpg" alt="txtiphone_banner" width="550" height="93" /></a></p>
<p>This is a texturing tutorial for the &#8220;<a href="http://increality.com/tutorials/advanced-creation-of-iphone-editable-poly/">Advanced Creation of iPhone (Editable Poly)</a>&#8221; tutorial . Please complete it before moving on into this tutorial.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/01_idset.jpg"><img class="alignnone size-thumbnail wp-image-436" title="01_idset" src="http://increality.com/wp-content/uploads/2007/06/01_idset-150x150.jpg" alt="01_idset" width="150" height="150" /></a><br />
Step 1.<br />
First thing we&#8217;ll be doing for this texturing tutorial is to add a slight adjustment to our model to prep it for texturing in the next steps.  Grab all the polygons that wrap around the iphone in the image to the right here.  These polygons make up the screen, <a href="http://increality.com/wp-content/uploads/2007/06/01a_sliceplane.jpg"><img class="size-thumbnail wp-image-437 alignleft" title="01a_sliceplane" src="http://increality.com/wp-content/uploads/2007/06/01a_sliceplane-150x150.jpg" alt="01a_sliceplane" width="150" height="150" /></a>the sides and the back though out the middle section of the model.  Going over to your modify panel on the right, find the &#8220;Slice Plane&#8221; function and select it.  You&#8217;ll see the yellow slice plane in the perspective window now.  Rotate it if necessary (mine needed rotating 90 degrees on the X value) and move it down into the general area as shown.  Hit the &#8220;Slice&#8221; button right below &#8220;Slice Plane&#8221; to make your cut.  Now, moving over to left viewport and using the left reference image as your guide (image found in the modelling tutorial), move the vertices to match up as shown.  Mine required that I move those set of vertices down.  Make sure that &#8220;Ignore Backfacing&#8221; is still un-checked when you do this so that you know when you&#8217;re selecting the vertices you&#8217;ll be getting all of them all the way around the model.  That completes this step and now we&#8217;ll be ready to texture the model properly.<br />
Step 2.<br />
Ok, we need to start texturing this newly created iPhone model by setting some Material ID&#8217;s.  Going to your Polygon Sub-Object mode, you will see further down the Modify panel an area to set Material ID&#8217;s under &#8220;Polygon Properties&#8221;.  For instance, if you have every polygon in your whole iphone model selected, it will probably show the number &#8220;1&#8243; here next to Set ID because that&#8217;s the default.  We need to set 7 ID&#8217;s for our model, which we will do here in the next step.</p>
<p>Step 3.<br />
Next I&#8217;ll show you exactly what areas of the model I selected when choosing how to texture it.  What we need to do, while in Polygon Sub-object mode, is select the polygons that make up each area that will have a specific texture, set the ID for it, then un-select and move on to the next set of polygons that will have their own ID and texture.  To set an ID, simply have the polygons you desire to be set, go to the Set ID and type in the ID number and hit &#8220;Enter&#8221; on your keyboard. Take a look at the image to the left here to see the specific areas.  Each section labeled with the appropriate Material ID.  You&#8217;ll notice that ID 1. is not shown here, and that is because it&#8217;s the default ID.  We are marking all 6 ID&#8217;s in the image, and what ever is left will be our default ID 1., which we will also create a material for when we reach that step.  Below you will find my notes which have each Material ID and how I kept track of them.  These notes were very helpful when I started setting up the texture for each ID.</p>
<p>ID 1 = (metallic silverish gray) (default ID)<br />
ID 2 = gloss black(gloss black on the front screen area)..and the plug in areas on the side.<br />
ID 3 = flat white  (for the voice mic pickup square)<br />
ID 4 = screen area texture<br />
ID 5 = gloss silver trim around the front..and earhole area.<br />
ID 6 = flat black &#8211; bottom, back of the iphone area.<br />
ID 7 = the logo area (4 polygons) on the back of the iphone.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/3_idsetting.jpg"><img class="alignnone size-thumbnail wp-image-438" title="3_idsetting" src="http://increality.com/wp-content/uploads/2007/06/3_idsetting-150x150.jpg" alt="3_idsetting" width="150" height="150" /></a><br />
Step 4.<br />
Ok, now it&#8217;s time to set up 7 material ID&#8217;s in our Material Editor.  Go to your Material Editor by clicking the &#8220;m&#8221; key on your keyboard.  You&#8217;ll see a button under the material slots that says &#8220;Standard&#8221;, click that, and then select the Multi/Sub-Object from the list in the Material/Map Browser dialog box that opens up.  Another dialog box will open called &#8220;Replace Material&#8221;.  Use the default settings and click &#8220;ok&#8221;.  Your Material Editor dialog box will now have changed below.  Click the &#8220;Set Number&#8221; button.  When the &#8220;Set Number of Materials&#8221; dialog box opens set the number to &#8220;7&#8243;, and click &#8220;ok&#8221;.  You will now have 7 material slots ready to go.  These are all sub materials within your main material slot up above, that give you the ability to have several materials all within one object.  Awsome!</p>
<p>Step 5.<br />
Before we continue, download the screen image and the apple logo that we&#8217;ll be using in the next sequence of steps.  The screen image is one that I&#8217;ve used for my models.  I encourage you to use it as a template to come up with your own screen image.<br />
Download:</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/iphone_screen.jpg"><img class="alignnone size-thumbnail wp-image-442" title="iphone_screen" src="http://increality.com/wp-content/uploads/2007/06/iphone_screen-150x150.jpg" alt="iphone_screen" width="150" height="150" /></a><br />
<a href="http://increality.com/wp-content/uploads/2007/06/apple_logo.gif"><img class="alignnone size-thumbnail wp-image-443" title="apple_logo" src="http://increality.com/wp-content/uploads/2007/06/apple_logo-150x150.gif" alt="apple_logo" width="150" height="150" /></a></p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/4_firstid.jpg"><img class="alignnone size-thumbnail wp-image-441" title="4_firstid" src="http://increality.com/wp-content/uploads/2007/06/4_firstid-150x150.jpg" alt="4_firstid" width="150" height="150" /></a><br />
Step 6. (ID 1.)<br />
ID 1 = (metallic silverish gray) (default ID)<br />
Great, now lets start creating some textures. Click the button that says &#8220;none&#8221; for ID 1, and under the list choose &#8220;Raytrace&#8221;.  Folow the image to the right here, and adjust your materials as so.  Remember, all the materials I go over here are simply how I textured mine phone.  Feel free to come up with your own textures and find things that work best for you if you&#8217;d like. Ok, so for this first material ID, change the shading to &#8220;Metal&#8221;.  Put in an Environment map of &#8220;Cellular&#8221;.  Finally click on the Reflect area and change the Red, Green and Blue values all to 55.  Feel free to name your texture maps to help keep track of them. That completes this material ID 1.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/5_seconid.jpg"><img class="alignnone size-thumbnail wp-image-440" title="5_seconid" src="http://increality.com/wp-content/uploads/2007/06/5_seconid-150x150.jpg" alt="5_seconid" width="150" height="150" /></a><br />
Step 7. (ID 2.)<br />
ID 2 = gloss black(gloss black on the front screen area)..and the plug in areas on the side.<br />
Click the &#8220;Go to Parent&#8221; button (right above the Raytrace button with an upward pointing arrow) to go back to your 7 ID materials.<br />
Now select the next ID by hitting the &#8220;none&#8221; next to it (ID 2) and select Raytrace for it aswell.  Follow the settings in the image to achieve something close to what I have.  We&#8217;re not changing much, just bumping up the specular a bit, and making sure our shading is set to &#8220;Anisotropic&#8221;.</p>
<p>Step 8. (ID 3.)<br />
ID 3 = flat white  (for the voice mic pickup square)<br />
Moving on to the next Material ID, click the &#8220;none&#8221; button next to the ID 3.  Pick &#8220;Raytrace&#8221; once again. Leave the &#8220;Shading&#8221; set to &#8220;Phong&#8221;.  Change the Diffuse color to solid white.  Specular level = 30.  Glossiness = 20.  Nothing else is changed here.  We&#8217;re just looking for a flat white color to texture our white area on the mic.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/6_thirdid.jpg"><img class="alignnone size-thumbnail wp-image-445" title="6_thirdid" src="http://increality.com/wp-content/uploads/2007/06/6_thirdid-150x150.jpg" alt="6_thirdid" width="150" height="150" /></a><br />
Step 9. (ID 4.)<br />
ID 4 = screen area texture<br />
Ok, moving on to ID 4, click the next button for this ID and select Raytrace.  Next, click the &#8220;Diffuse&#8221; button within that, and under the list, select &#8220;Bitmap&#8221;.  You will need to locate your screen image.  You may use the one provided for you ealier in this tutorial, or put in one of the same size of your own.  Change all the settings as shown in the image to the left here, including Tiling and Offset.  Click the &#8220;Go to Parent&#8221; button to get back, and copy your diffuse map into your luminosity map.  Also make sure to change the main Specular and Glossiness levels.  Make any adjustments you find necessary.  It is a good idea to do a test render here by pressing F9 on your keyboard.  Take a look and make sure your screen is fitting properly.  If it needs adjustment, you can change it in small increments by adjusting the Tiling and Offset within the diffuse map.  Remember, any time you adjust the Diffuse map, you&#8217;ll need to re-copy onto the Luminosity map to keep them the same.  That completes our screen area.</p>
<p>Step 10. (ID 5.)<br />
ID 5 = gloss silver trim around the front..and ear hole area.<br />
Next, lets get the silver trim and earpiece textured.  Click &#8220;none&#8221; next to ID 5. Again, we&#8217;re using Raytrace for this material aswell.  Follow the image and adjust your settings to something similar to what I have.  You&#8217;ll see I&#8217;ve used a DGS Material for the Diffuse map, and a Flat Mirror for the Reflect map.  If you don&#8217;t have the DGS material, just try to find something that has a glossy feel to it.  I show the colors I use for the DGS material&#8230;you can use similar colors, or go with something more warm.  Completly up to you, feel free to be creative here.  The Reflect is simply a Flat Mirror, default settings are used.<br />
{mosimage}</p>
<p>{mosimage}	Step 11. (ID 6.)<br />
ID 6 = flat black &#8211; bottom, back of the iphone area.<br />
Now lets create a flat black texture for the bottom back area of the phone.  Click the &#8220;none&#8221; button next to ID 6. You can see the setting I&#8217;ve used to the left here.  The Diffuse gray color you see there is a gray RGB code of 128, 128, 128.  The Environment map is filled with a Cellular map with default settings.</p>
<p>{mospagebreak_scroll}</p>
<p>Step 12. (ID 7.)<br />
ID 7 = the logo area (4 polygons) on the back of the iphone.<br />
Finally our last texture.  Click the final &#8220;none&#8221; button left there at ID 7.  Our shading is set to &#8220;Metal&#8221; here. Our main Diffuse is an RGB value of 235, 235, 235.  Specular = 60, Gossiness = 40.  For the Environment map, use a standard Cellular once again.  Then find your Bump map, use the Apple Logo gif under the Bitmap for your bump settings.  Set the bump to a negative value of -150.  Check out my settings here in this steps image &#8211;&gt;<br />
Feel free to make any adjustments you see fit.</p>
<p>{mosimage}</p>
<p>{mosimage} 	Authors&#8217; Comments:<br />
That concludes this tutorial.  Take a look at the images here to see what I&#8217;ve come up with, after adding a couple of lights and rendering it.  I hope you enjoyed this tutorial and were able to find it useful.  As always, feel free to contact me with any comments/suggestions or questions you may have, or if you&#8217;d like to show me how your iphone model came out. (Please send link to artwork only)  Thanks for visiting, be sure to check out everything else this site has to offer by browsing around!</p>
<p>This tutorial is (C) 2007 Increality.com</p>
<p>Give me feed back on this tutorial here More Tutorials  &lt;&#8211;Want More?  Questions/Comments? &#8211;&gt; Contact Me</p>
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		<title>Advanced Creation of iPhone (Editable Poly)</title>
		<link>http://increality.com/tutorials/advanced-creation-of-iphone-editable-poly/</link>
		<comments>http://increality.com/tutorials/advanced-creation-of-iphone-editable-poly/#comments</comments>
		<pubDate>Fri, 22 Jun 2007 23:07:25 +0000</pubDate>
		<dc:creator>Increality</dc:creator>
				<category><![CDATA[3D Studio Max]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D Max]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Tutorial Information: For 3D Studio Max Version 8.5 used Difficulty: Intermediate Emphasis: Modeling only (texturing found here) This is a second version with an emphasis on modeling with Editable Poly instead of Mesh, for more detail and further texturing possibilities. You should acquire some knowledge of Max&#8217;s interface before using this tutorial. All images in [...]]]></description>
			<content:encoded><![CDATA[<p>Tutorial Information:<br />
For 3D Studio Max<br />
Version 8.5 used<br />
Difficulty: Intermediate<br />
Emphasis: Modeling only (<a href="http://increality.com/tutorials/texturing-an-iphone-editable-poly/">texturing found here</a>)<br />
This is a second version with an emphasis on modeling with Editable Poly instead of Mesh, for more detail and further texturing possibilities.<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.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/polyiphone_banner.jpg"><img class="size-full wp-image-404 aligncenter" title="polyiphone_banner" src="http://increality.com/wp-content/uploads/2007/06/polyiphone_banner.jpg" alt="polyiphone_banner" width="550" height="93" /></a>To begin this tutorial, first download the reference images of the iPhone-<a href="http://increality.com/wp-content/uploads/2007/06/front_ref.jpg"> Front</a> &amp; <a href="http://increality.com/wp-content/uploads/2007/06/side_ref.jpg">Side</a> .  You can create your own setup file by making two planes to put the reference images on in Max.  For the front reference plane, I use dimensions 4.5&#8243; x 2.14&#8243; with a .1&#8243; plane thickness.<br />
<a href="http://increality.com/wp-content/uploads/2007/06/1_begin.jpg"><img class="alignnone size-thumbnail wp-image-408" title="1_begin" src="http://increality.com/wp-content/uploads/2007/06/1_begin-150x150.jpg" alt="1_begin" width="150" height="150" /></a><br />
Step 1.<br />
Ok lets get started.  Start by creating a cylinder with 28 sides, 5 height segments and 1 on the cap segments.  I started with a radius of .35, and a height of -0.35.  Yours can be slightly different from this, just create the proper curve of the left iphone corner with the cylinder. It is important to try to match this cylinder&#8217;s thickness with the side view (left viewport) of the iPhone before moving on. Also, line it up so it doesn&#8217;t go past the silver trim in on the left viewport.  You&#8217;ll see why on step 3&#8242;s image on the next page. Going to your modify tab on the right panel (looks like a blue rainbow) right click on your cylinder and select &#8220;Convert To: Editable Poly&#8221;. Next, click the Black box with the + sign next to your newly created Editable Poly object to expand it&#8217;s sub-object catagories and select the &#8220;Vertex&#8221;. Select now the vertices as shown (15 of them plus the 15 on the back and middle sections) in the image to the left and drag them to the right so they match with the width of the iphone. When you do this, make sure &#8220;Ignore Backfacing&#8221; in the selection area of the menu is NOT checked.  You&#8217;ll notice you have an un-even amount of vertices on either side.  Drag back to the center the odd ones so as to even it out.  &lt;&#8211; See image.  Hide the side reference (right click while selected and set to &#8220;hide selection&#8221;) view if it&#8217;s getting in your way for now.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/2_base.jpg"><img class="alignnone size-thumbnail wp-image-409" title="2_base" src="http://increality.com/wp-content/uploads/2007/06/2_base-150x150.jpg" alt="2_base" width="150" height="150" /></a><br />
Step 2.<br />
With the same process as step 1. make a selection and selet the points at the bottom of the cylinder.  This should be a selection of 15 points aswell (7 on the left, 7 on the right and the one you dragged over to the middle) along with the 15 vertices on the back &amp; middle of the cylinder.  Drag the vertices down to match the bottom of the iphone.<br />
&#8212;&#8212;&#8212;Tip!&#8212;&#8212;&#8212;&#8211;<br />
Here&#8217;s a helpful tip.  With your object selected&#8230;hit the key command on your keyboard Alt + X to turn the object to transparent viewing.  This will make it easier to form and shape your object while using a reference image.  This can also be reached by selecting the object, right clicking, select &#8220;properties&#8221; in the pop up menu, and then select &#8220;See through&#8221; under Display Properties in the Object Properties menu.  Try it!<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
Once you&#8217;ve done that, bring back the two vertices (front pair, middle ones, and back)  back up to the middle. When you are finished with this step, you should have something similar to the image on the left here. Move on to the next page to continue&#8230;</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/3_scaling.jpg"><img class="alignnone size-thumbnail wp-image-410" title="3_scaling" src="http://increality.com/wp-content/uploads/2007/06/3_scaling-150x150.jpg" alt="3_scaling" width="150" height="150" /></a><br />
Step 3.<br />
Using Left viewport&#8211;<br />
Hit &#8220;alt&#8221; + &#8220;x&#8221; and go to invisible mode for your iphone model, and then select the vertices (making sure ignore backface is turned OFF) and match them to fit the curve of the iphone using the Select and Non-uniform scale tool. Make sure to use the inner triangle of the tool when doing this and select all the back vertices, on the top and the bottom, and scale them in.  Remember use &#8220;control + click&#8221; to add to your selection when gathering up the appropraite vertices before this operation.  Do the same to the next two rows over and line them up with the curve of the phone.  This will give the back section of the phone that nice curve on the back.<br />
Now, using the move tool in the left viewport, select and adjust, row by row, the vertices and move them either up or down and into place to match the curve.  The last row up in the very front probably doesn&#8217;t need to be adjusted.  Also remember, instead of selecting each row all the way from the top and the bottom, in this step you have to select individually the top set of vertices, adjust them, and then work your way to the bottom to adjust those ones. &#8211;this will give your iphone model that perfect shape.<br />
Save often!</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/4_connecting.jpg"><img class="alignnone size-thumbnail wp-image-411" title="4_connecting" src="http://increality.com/wp-content/uploads/2007/06/4_connecting-150x150.jpg" alt="4_connecting" width="150" height="150" /></a><br />
Step 4.<br />
Now it&#8217;s time to make some subdivisions to prep this iphone for smoothing later on.  Go to your &#8220;Vertex&#8221; subobject under the drop down.  Select top middle vertex that&#8217;s flush against the face of the model.  Then go down and select the bottom middle vertex that&#8217;s flush against the face of the model.  Go over to your modify panel and under &#8220;Edit Vertices&#8221; you will see a button called &#8220;Connect&#8221;.  Click that and you&#8217;ll see a brand new edge formed between the two vertices you just selected.  Do this for the right and left side of that front screen area, selecting a vertex on top, then it&#8217;s opposite down there at the bottom, until you have all of them connected.  Then do the same process for the back of the phone.  Take a look at the image to the left here to see a before and after for the front and back.</p>
<p>Step 5.<br />
For this step all we need to do is subdivide a crossed the iphone so that our vertices on the right and left sides aren&#8217;t all alone by themselves.  Step 4&#8242;s process of using the connect button won&#8217;t work for this though because we need to subdivide across pre-made edges.  So instead, go to your back viewport, then to your Polygon sub-object mode and look for the &#8220;Cut&#8221; button down in the modify panel.  The Cut button is there under Edit Geometry.  To cut, first select the left or right vertex on the back and then drag over to the opposite vertex.  Right mouse click to finish the cut and hit the Cut botton once more to de-activate the tool.  Then go to your Front viewport and do the same thing to complete the subdivision all away around the model.  Take a look at this step&#8217;s image here to  see this step completed.<br />
<a href="http://increality.com/wp-content/uploads/2007/06/5_cutting.jpg"><img class="alignnone size-thumbnail wp-image-412" title="5_cutting" src="http://increality.com/wp-content/uploads/2007/06/5_cutting-150x150.jpg" alt="5_cutting" width="150" height="150" /></a></p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/6_shiftdrag.jpg"><img class="alignnone size-thumbnail wp-image-413" title="6_shiftdrag" src="http://increality.com/wp-content/uploads/2007/06/6_shiftdrag-150x150.jpg" alt="6_shiftdrag" width="150" height="150" /></a><br />
Step 6.<br />
Grab all the polygons that make up the front face/screen area of your model (using &#8220;ignore backfacing&#8221; may be helpful here) while your in the perspective or front viewport.  Going to your left viewport after the polygons are selected, select the move tool and &#8220;Shift&#8221; click while moving those polygons to line up with the very front of the iphone.  This is where we&#8217;re creating geometry for that front silver trim area.  You&#8217;ll notice a menu pop open when you do this giving you two options.  Select the &#8220;Clone to Element&#8221;.  This will keep this new geometry together with the model even though they are not touching at this point.<br />
Next, go to the front viewport once more and with the object in &#8220;invisible&#8221; mode, scale down using the Uniform Scale Tool those newly created polygons to match the screen area.  Use the tool to squize in the sides if necessary to fit the screen area and also use the move tool if it will help to line those polygons up.  Check in your left viewport and make sure they still line up perfectly with the very front of the model.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/7_creatingpolys.jpg"><img class="alignnone size-thumbnail wp-image-414" title="7_creatingpolys" src="http://increality.com/wp-content/uploads/2007/06/7_creatingpolys-150x150.jpg" alt="7_creatingpolys" width="150" height="150" /></a><br />
Step 7.<br />
Ok, now we need to delete the ones in the back where we pulled this new geometry from.  This is the set of polygons where the screen area used to be before creating the new screen area from the previous step.  Select them, there should be 24 polygons total, and hit delete.  Now we need to connect this screen with the iphone by creating new polygons.  This will create that silver area, the trim around the screen of the model.  To do this, go to Polygon subobject mode and find the &#8220;Create&#8221; button.  Create new polygons for every section, by clicking on one vertex and then around to 3 more vertices and finally back to the first one you clicked to complete the create operation.  Do this all away around until you&#8217;ve closed off any holes in your model.  This will finish the geometry for the trim area.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/8_inset.jpg"><img class="alignnone size-thumbnail wp-image-415" title="8_inset" src="http://increality.com/wp-content/uploads/2007/06/8_inset-150x150.jpg" alt="8_inset" width="150" height="150" /></a><br />
Step 8.<br />
Next we need to inset our screen area a bit.  Select all the polygons that make up the screen area (making sure not to select the trim or any of the back of the model). Under Polygon subobject mode once again, go down and find the &#8220;Inset&#8221; button.  Next to it is a small box which is the Inset Settings button.  Click it and inset at a value of 0.01, and do it by &#8220;Inset Type&#8221; &#8211; Group. Now with those same polygons selected, find the Extrude Settings button (similar to the Inset one) and extrude the polygons at a value of -0.05.  Then inset one more time at 0.01.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/9_slice.jpg"><img class="alignnone size-thumbnail wp-image-416" title="9_slice" src="http://increality.com/wp-content/uploads/2007/06/9_slice-150x150.jpg" alt="9_slice" width="150" height="150" /></a><br />
Step 9.<br />
In this step, we need to prep the phone for the texturing that will be done to it later on.  Go to Vertex subobject and grab that middle set of vertices that runs across the middle of the iphone horizontally and drag them down to line up with the black area (bottom of the screen). Now go to Polygon mode and select all the polygons, front, sides and back around the screen area.  Do a slice plane operation.  You&#8217;ll find &#8220;Slice Plane&#8221; under Edit Geometry in the modify panel.  Click that and you&#8217;ll see the yellow slice plane operation prepared in your perspective viewport.  You can rotate this slice plane before doing the operation, and you can move it as well.  Rotate, if necessary, and move it up into position.  It doesn&#8217;t have to be perfect yet.  Then back over to the right click &#8220;Slice&#8221;.  Now you can simply go to Vertex subobject mode, select those vertices and move them into place to match up with the top edge of the screen where the black area meets up with it.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/10_smoothing.jpg"><img class="alignnone size-thumbnail wp-image-417" title="10_smoothing" src="http://increality.com/wp-content/uploads/2007/06/10_smoothing-150x150.jpg" alt="10_smoothing" width="150" height="150" /></a><br />
Step 10.<br />
Ok, if you completed the model to this point your doing great!  We have the basic form of the iPhone done.  At this time we need to smooth it out some.  Go to your top menu and find &#8220;Modifiers&#8221;&#8230;then &#8220;Subdivision Surfaces&#8221; and select the &#8220;HSDS Modifier&#8221;.  Once you have it on top of your editable poly in the stack (modify panel on the right) your going to need to collapse all.  Right click on the HSDS Modifier and click &#8220;Collapse All&#8221;.  This is going to automatically change it into an Editable Mesh.  We need to get back to Editable Poly, so right click on the Editable Mesh and choose &#8220;Convert to: Editable Poly&#8221;.  That gets us back and ready to go.  You&#8217;ll also notice if you look at your model, the harsh edges around the curved areas are now smoothed out.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/11_tessallation.jpg"><img class="alignnone size-thumbnail wp-image-419" title="11_tessallation" src="http://increality.com/wp-content/uploads/2007/06/11_tessallation-150x150.jpg" alt="11_tessallation" width="150" height="150" /></a><br />
Step 11.<br />
It&#8217;s time now to create the mic area of the phone.  Yes that complex inseted area that cuts into the face of the phone at the bottom of the screen.  We&#8217;re going to do it with ease though and I&#8217;ll show you how without using Boolean! Ok so first thing we need to do is go to our Edge sub-object and select the verticle edge going down across the middle of the mic area.  Use your front viewport while doing this and make sure your object is set to invisible mode (alt + x).  Go down your modify panel and find &#8220;Tessellate&#8221;.  To the right of the Tessellate button, click the Tessellate Setting button which looks like a black box with a gray cut out (see image to the left for a visual reference of this). Tessellate just once, Tessellation Type=Edge, click ok.  Then go to your Vertex sub-object mode and find the center vertex within that tessellated area. Tessellate it a total of 2 times&#8230;each time making sure to click ok, deselecting the newly created vertices, then grabbing the center vertex to tessellate.  See the image to the left here for a walk through. Again, we&#8217;re only Tessellating 3 times&#8230;our first one is while in Edge sub-object, then two more on that center vertex while in Vertex sub-object mode.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/12_formmic.jpg"><img class="alignnone size-thumbnail wp-image-420" title="12_formmic" src="http://increality.com/wp-content/uploads/2007/06/12_formmic-150x150.jpg" alt="12_formmic" width="150" height="150" /></a><br />
Step 12.<br />
We need to start forming these newly created edges and vertices from step 11 into a circular form to match up with the circle of the mic.  To do this, while in your front viewport and object set to invisible mode, use your back reference image as your guide and start moving the vertices.  Try to move them evenly, selecting two opposite vertices at a time if necessary and form them around the mic.  See the before and after pic for this step here to the right.  Mine doesn&#8217;t come out perfect, but it really doesn&#8217;t need to be perfect.  If you are looking for more of a perfect circle, try using the scale tool while moving two opposite vertices.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/13_formmic02.jpg"><img class="alignnone size-thumbnail wp-image-421" title="13_formmic02" src="http://increality.com/wp-content/uploads/2007/06/13_formmic02-150x150.jpg" alt="13_formmic02" width="150" height="150" /></a><br />
Step 13.<br />
Grab the 9 vertices that make up the center of the mic without selecting the outer vertices of the circle.  Move over to your left viewport, and drag them in using your move tool.  Bring them in to almost touch the verticle line running down the side.  Now, move back to the front viewport and select just the very center vertex.  Go back to your Left viewport and drag it in just beyond the vertical line.  That gives us the inset form of the mic.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/14_connectmic.jpg"><img class="alignnone size-thumbnail wp-image-422" title="14_connectmic" src="http://increality.com/wp-content/uploads/2007/06/14_connectmic-150x150.jpg" alt="14_connectmic" width="150" height="150" /></a><br />
Step 14.<br />
Next we need to connect some vertices.  As shown in the image to the left here, select the pair of vertices labeled &#8220;1.&#8221; there and go to the modify panel on the right and hit the &#8220;Connect&#8221; button.  Go through all 8 pairs as labeled in the picture and connect each pair one at a time.  You should have something similar to the image that is labeled &#8220;Finished Result&#8221; when you&#8217;ve completed this step.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/15_speaker.jpg"><img class="alignnone size-thumbnail wp-image-423" title="15_speaker" src="http://increality.com/wp-content/uploads/2007/06/15_speaker-150x150.jpg" alt="15_speaker" width="150" height="150" /></a><br />
Step 15.<br />
This next step will complete our mic area.  I&#8217;ve created two videos for download to help walk you through this step.  Please click on the videos to the right to see how the mic is completed.  Videos are in swf flash format (you may need to disable any pop-up blockers to view them),  about 1.5 MB&#8217;s each.  It requires the Adobe Flash download Player to view them.  If you have any problems downloading these videos or any questions concerning them please feel free to contact me . Make any necessary adjustments to your mic that you feel is desired.<br />
<a href="http://increality.com/wp-content/uploads/2007/06/15_speakerb.jpg"><img class="alignnone size-thumbnail wp-image-424" title="15_speakerb" src="http://increality.com/wp-content/uploads/2007/06/15_speakerb-150x150.jpg" alt="15_speakerb" width="150" height="150" /></a><br />
Flash Download<br />
<a href="http://www.increality.com/vids/iphonevid_connect.swf">Part 1</a></p>
<p>Flash<br />
Download<br />
<a href="http://www.increality.com/vids/iphone_mic.swf">Part 2</a></p>
<p>Step 16.<br />
Now we need to create the ear-piece insetting on the top of the screen.  This will be a bit easier than the mic area because we don&#8217;t need to mess with smoothing it.  So first thing we need to do is grab that center vertical edge going across the middle of where the speaker will be.  Tessellate it (Type = Edge).  Then grab the two outer edges that we don&#8217;t need and either hit the &#8220;Remove&#8221; button or hit &#8220;Backspace&#8221; on your keyboard to remove them.  Next grab the two vertices that are unnecessary and &#8220;backspace&#8221; to remove them as well.  Grab your center vertex (step five in the first image to the left here) and tessellate it.  Move the top row of vertices down, then move the bottom row of vertices up to match up with the speaker area.  Adjust the center row if desired.  Grab that center vertex once more and tessellate it again.  Finally adjust the vertices to the left or right on the outer part of the speaker to get a rounded look.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/16_trimdetail.jpg"><img class="alignnone size-thumbnail wp-image-425" title="16_trimdetail" src="http://increality.com/wp-content/uploads/2007/06/16_trimdetail-150x150.jpg" alt="16_trimdetail" width="150" height="150" /></a>In the second image here to the left, grab all the polygons that make up your speaker area.  Extrude them with a value of -0.02. Hit ok, and your done with this step.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/17_sidebottom.jpg"><img class="alignnone size-thumbnail wp-image-426" title="17_sidebottom" src="http://increality.com/wp-content/uploads/2007/06/17_sidebottom-150x150.jpg" alt="17_sidebottom" width="150" height="150" /></a><br />
Step 17. (Optional added detail)<br />
This step is a bit optional, but recommended.  We&#8217;ll be adding a bit more detail to the silver trim of the phone here.  Grab the line that goes all the way down and around the model as shown in the image to the right.  Chamfer that line at a value of 0.005.  Then grab the newly created polygons that are within that chamfer area that wrap all the way around the model once again.  Extrude them at a value of -0.01.  Make sure your Extrusion Type is set to &#8220;Local Normal&#8221; for this step.  That&#8217;s it, you should have some greatly added detail around your trim area.</p>
<p><a href="http://increality.com/wp-content/uploads/2007/06/18_sidetop.jpg"><img class="alignnone size-thumbnail wp-image-427" title="18_sidetop" src="http://increality.com/wp-content/uploads/2007/06/18_sidetop-150x150.jpg" alt="18_sidetop" width="150" height="150" /></a> Step 18.<br />
Now for the side of the model where we find two areas that are inseted.  I&#8217;m guessing the top on is to plug in the headphones for the iPhone, and the bottom one on the side there is for something useful..right?  Anyways, lets get to modeling them.  Starting with the bottom lengthy looking one, grab the two edges that surround that area and adjust them to line up with the sides.  Then select that center polygon where we&#8217;re going to create the groove later and &#8220;Tessellate&#8221; it once (Type = Edge).  Down below that area a little ways you&#8217;ll find three newly created vertices that appear after tessellating.  Grab them and drag them up just to the bottom of that desired area.  Next grab the center edge and &#8220;Tessellate&#8221; it just once.  Again, Type = Edge.  Adjust the top and bottom vertices so that they match up with the curved parts of this area.  Then grab all the polygons in this area and extrude them with a negative value of -0.05.  That completes this grooved area.</p>
<p>Step 19.<br />
Ok, we&#8217;re almost done! Go to your Edge sub-object mode and make two cuts, one on the top and one on the bottom of the headphone jack area.  This creates three new vertices on top, and then three on the bottom there.  Adjust those vertices to match that area, and then use the connect tool while in Vertex sub-object mode and connect the four pairs of vertices.<br />
Finally, go to Polygons sub-object mode and select all the polygons that make up the headphone jack area.  Extrude them with a negative value of -0.05.  That&#8217;s it!  Of coarse, feel free to add any other detail to this area that you would like.</p>
<p>Authors&#8217; Final Thoughts:<br />
Ok, that completes this tutorial.  There are more areas of detail you could achieve in your own model and I encourage you to explore the possibilities with what you&#8217;ve learned here.  For instance, I know the bottom of the iPhone has an inseted area where it plugs in similar to the iPod.  Now that you know some good techniques for modeling this, play around and see if you can achieve even more detail.  Also, be sure to check out the texturing an iPhone tutorial to learn how to texture it.   We&#8217;ll be going over some other details, how to add the screen, how to add the apple logo on the back and more!  I hope you enjoyed this tutorial and found it to be useful.  Please feel free to contact me with any comments/questions or suggestions.  Thanks!  Jesse.</p>
<p>This tutorial is (C) 2007 Increality.com</p>
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		<title>Create an iPhone in 3D Max</title>
		<link>http://increality.com/tutorials/create-an-iphone-in-3d-max/</link>
		<comments>http://increality.com/tutorials/create-an-iphone-in-3d-max/#comments</comments>
		<pubDate>Sat, 10 Feb 2007 22:36:37 +0000</pubDate>
		<dc:creator>Increality</dc:creator>
				<category><![CDATA[3D Studio Max]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D Max]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Tutorial Information: For 3D Studio Max Version 8.5 used Difficulty: Intermediate Emphasis: Modelling only 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. Advanced Creation of iPhone (Editable Poly) &#8220;. This is a brand new tutorial using editable [...]]]></description>
			<content:encoded><![CDATA[<p>Tutorial Information:<br />
For 3D Studio Max<br />
Version 8.5 used<br />
Difficulty: Intermediate<br />
Emphasis: Modelling only<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.</p>
<p style="text-align: center;"><a href="http://increality.com/wp-content/uploads/2007/02/biphone_banner.jpg"><img class="size-full wp-image-395 aligncenter" title="biphone_banner" src="http://increality.com/wp-content/uploads/2007/02/biphone_banner.jpg" alt="biphone_banner" width="550" height="93" /></a></p>
<p><a href="http://increality.com/tutorials/advanced-creation-of-iphone-editable-poly/" target="_self">Advanced Creation of iPhone (Editable Poly)</a> &#8220;. This is a brand new tutorial using editable poly modeling for a greater amount of detail for your iPhone model. This new tutorial also has an <a href="http://increality.com/tutorials/texturing-an-iphone-editable-poly/" target="_self">Advanced iPhone texturing</a> tutorial with it. Check it out! &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
<a href="http://increality.com/wp-content/uploads/2007/02/front_ref.jpg">Front</a> &amp; <a href="http://increality.com/wp-content/uploads/2007/02/side_ref.jpg">Side</a> .  You can download the <a href="http://increality.com/wp-content/uploads/2007/02/setup.max">setup file</a> , or better yet you can create your own if you&#8217;d like by making two planes to put the reference images on in Max. For the front reference plane, I use dimensions 4.5&#8243; x 2.14&#8243; with a .1&#8243; plane thickness. Again, if you need help setting up your iPhone reference planes feel free to download the file above . (please note you will need to download the reference images as well and place in the same folder as the setup file)<br />
&#8212;&#8212;&#8212;-  {mosimage}  . Create a 28 sided cylinder.  To the right,   Next, select the vertices as shown (14 of them plus the 14 on the back) in the image to the left and drag them to the right so they match with the width of the iphone. When you do this, make sure &#8220;Ignore Backfacing&#8221; in the selection area of the menu is NOT checked. Also please make sure you do NOT select the center vertex when your dragging the 14 vertices over to the right. Continue on to step 2 when you have a suitable start.<br />
{mosgoogle}    in the pop up menu, and then select &#8220;See through&#8221; under Display Properties in the Object Properties menu. Try it!</p>
<p>{mosimage} {mosimage}<br />
Please continue on to the next page for step 5.</p>
<p>{mospagebreak_scroll}<br />
Save the file!<br />
{mosimage} {mosimage} {mosimage}<br />
button. From the top left vertex, click the vertex and then click the top right vertex, and then click the bottom right vertex (going in a clockwise motion), then the bottom left, and back up and click the top left vertex again. You will see a thin gray dashed line when you do this that is telling you that you are creating a new polygon. Again, make sure the &#8220;Create&#8221; button is turned on, and select the points always going in a clockwise or circled direction. Selecting points in a diagonal fashion when creating a polygon will create a bad poly. We want good polys. Refer to the Step 5 Finished thumb on the left to see an example of what it should look like after you have created the polygon.</p>
<p>{mosimage}</p>
<p>{mosimage}  Step 8. Ok, your doing great! Now select every polygon that makes up the face/screen area of your iphone. It should be that 13 number that we came up with earlier. Now, go to your left viewport. Select the move tool, and your going to need to duplicate those polygons. In order to duplicate them, using the move tool, pull directly out in the left viewport while holding down the &#8220;shift&#8221; key. A pop up menu will show up giving you two options. You want the second option, &#8220;Clone to Element&#8221;. Making sure that when you drag out, you bring it to fit with the left reference image, the edge of the iphone. Now grap the Scale tool from up top by the move tool, and scale it to fit (using front viewport) to the area of the screen. See the image to the left here for an example. Make sure it still lines up in the left viewport too after adjusting with the scale tool. Again, make sure to save often. Please see step 9 on the next page.<br />
{mospagebreak_scroll}  {mosimage}<br />
{mosimage} {mosimage}<br />
and refer to the picture here on the left. You want to select all the edges that go around the outer screen area. The image here shows this with a zoomed in piece on one corner for clarity. Make sure to have Ignore Backfacing checked because you don&#8217;t want to select any edges from behind. Now we need to chamfer the selected edges. Scroll down your modify tab on the right, under &#8220;Edit Geometry&#8221; you&#8217;ll see a button and numerical input for &#8220;Chamfer&#8221;. Put the number 0.01 into the input, and hit the enter key. You&#8217;ll see a new area of polygons right around the edge you just had selected. Next, select the main polygons of the screen again (not the new polygons you just made around the edge) and go to the extrude funtion. Extrude these polygons inward by putting -0.05 into the input and hitting enter on your keyboard. See the second thumb to the left for a closer look at this procedure.<br />
{mosimage}<br />
{mosimage}  on the modify tab so that no polygons or points are selected in the viewport. On the top menu (by File, Edit,etc. ) select the Modifiers drop down and scroll down until you see &#8220;Subdivision Surfaces&#8221;. In that menu your going to want to select &#8220;MeshSmooth&#8221;. Set the MeshSmooth to 0 iterations under the Subdivisions Amount drop down menu for the MeshSmooth. The default setting of 1 would be too much smoothing for what we&#8217;re trying to capture here with this electronic piece. Setting it to 0 tends to be just perfect. Now before this next step your going to want to make sure you save again. Right click on the text in the modify tab where you&#8217;ve just put in your MeshSmooth. Right click the actual words that say &#8220;MeshSmooth&#8221; and you&#8217;ll see some options. You want to select &#8220;Collapse All&#8221;. This is going to break down your hierarchy to an Editable Poly. Right click now the Editable Poly and choose &#8220;Convert to: Editable Mesh&#8221;. We want to keep this thing in Editable Mesh mode, Not as a Poly.<br />
{mosimage} {mosimage}  Step 13. Ok, your doing great. In this last sequence of steps we&#8217;ll be finishing the modelling of our iPhone. In this step you&#8217;ll learn how to boolean. Boolean is used like a cookie cutter in a sense. You make an object that has the single function of deleting a section out of another object. We will be making an object or two to cut out sections of our iPhone to add more detail. Take a look at the images to the left so you can get a feel for what we will be doing. Go to your create tab and create a box that matches the small boxed cut out area in your side reference view (going to your left viewport may help). Place the box in a position so that it is partly cutting into the iphone. This is how we will make our cut. After the creation of this little box, once you have it in the perfect place, unselect it and select the iphone. In the Create tab, there&#8217;s a drop down menu for the Standard Primitives. Click the drop down and scroll down and select &#8220;Compound Objects&#8221;. Again make sure the iphone is selected when you do this, not the box. Under Object Type, you want to select &#8220;Boolean&#8221;. Nothing has happened yet, that&#8217;s ok. Now go below to the Pick Boolean area and click &#8220;Pick Operand B&#8221;. Bring your mouse over to the box and select it. You&#8217;re telling Max what your Boolean cut out object is when you do this. After clicking the box you will notice it disappears and your iPhone has a new cut out area in the shape of that box. Amazing! Now all you may want to do is collapse down the boolean back into an editable mesh. Technical Difficulties: If your having problems getting the boolean to work, try this. Check under the Parameters area to the right, below the Pick Operand B area, and make sure your Operation is set to &#8220;Subtraction (A-B)&#8221;. Also, after clicking Pick Operand B, make sure you don&#8217;t accidently click the iPhone itself. That would do the reverse effect and leave you with a box with that section of the iphone cut out of it. Now Consider making a boolean cut for the other area below the box. Play around a little, try different things and perhaps different shapes to pull it off. I used a cylinder for that part similar to the first cylinder we use in this tutorial.<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211; Be sure to check out the brand new iPhone tutorial entitled &#8220;Advanced Creation of iPhone (Editable Poly) &#8220;. This is a brand new tutorial using editable poly modelling for a greater amount of detail for your iPhone model. This new tutorial also has an Advanced iPhone texturing tutorial with it. Check it out! &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
This tutorial is © 2007 Increality.com<br />
Give me feed back on this tutorial here<br />
More Tutorials &lt;&#8211;Want More? Questions/Comments? &#8211;&gt; Contact Me</p>
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