Texturing an iPhone (Editable Poly)

Tue, Jun 26, 2007

3D Studio Max, Tutorials

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’s interface before using this tutorial. All images in this tutorial can be clicked on to enlarge for better visibility.

txtiphone_banner

This is a texturing tutorial for the “Advanced Creation of iPhone (Editable Poly)” tutorial . Please complete it before moving on into this tutorial.

01_idset
Step 1.
First thing we’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, 01a_sliceplanethe sides and the back though out the middle section of the model. Going over to your modify panel on the right, find the “Slice Plane” function and select it. You’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 “Slice” button right below “Slice Plane” 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 “Ignore Backfacing” is still un-checked when you do this so that you know when you’re selecting the vertices you’ll be getting all of them all the way around the model. That completes this step and now we’ll be ready to texture the model properly.
Step 2.
Ok, we need to start texturing this newly created iPhone model by setting some Material ID’s. Going to your Polygon Sub-Object mode, you will see further down the Modify panel an area to set Material ID’s under “Polygon Properties”. For instance, if you have every polygon in your whole iphone model selected, it will probably show the number “1″ here next to Set ID because that’s the default. We need to set 7 ID’s for our model, which we will do here in the next step.

Step 3.
Next I’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 “Enter” 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’ll notice that ID 1. is not shown here, and that is because it’s the default ID. We are marking all 6 ID’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.

ID 1 = (metallic silverish gray) (default ID)
ID 2 = gloss black(gloss black on the front screen area)..and the plug in areas on the side.
ID 3 = flat white (for the voice mic pickup square)
ID 4 = screen area texture
ID 5 = gloss silver trim around the front..and earhole area.
ID 6 = flat black – bottom, back of the iphone area.
ID 7 = the logo area (4 polygons) on the back of the iphone.

3_idsetting
Step 4.
Ok, now it’s time to set up 7 material ID’s in our Material Editor. Go to your Material Editor by clicking the “m” key on your keyboard. You’ll see a button under the material slots that says “Standard”, 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 “Replace Material”. Use the default settings and click “ok”. Your Material Editor dialog box will now have changed below. Click the “Set Number” button. When the “Set Number of Materials” dialog box opens set the number to “7″, and click “ok”. 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!

Step 5.
Before we continue, download the screen image and the apple logo that we’ll be using in the next sequence of steps. The screen image is one that I’ve used for my models. I encourage you to use it as a template to come up with your own screen image.
Download:

iphone_screen
apple_logo

4_firstid
Step 6. (ID 1.)
ID 1 = (metallic silverish gray) (default ID)
Great, now lets start creating some textures. Click the button that says “none” for ID 1, and under the list choose “Raytrace”. 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’d like. Ok, so for this first material ID, change the shading to “Metal”. Put in an Environment map of “Cellular”. 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.

5_seconid
Step 7. (ID 2.)
ID 2 = gloss black(gloss black on the front screen area)..and the plug in areas on the side.
Click the “Go to Parent” button (right above the Raytrace button with an upward pointing arrow) to go back to your 7 ID materials.
Now select the next ID by hitting the “none” 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’re not changing much, just bumping up the specular a bit, and making sure our shading is set to “Anisotropic”.

Step 8. (ID 3.)
ID 3 = flat white (for the voice mic pickup square)
Moving on to the next Material ID, click the “none” button next to the ID 3. Pick “Raytrace” once again. Leave the “Shading” set to “Phong”. Change the Diffuse color to solid white. Specular level = 30. Glossiness = 20. Nothing else is changed here. We’re just looking for a flat white color to texture our white area on the mic.

6_thirdid
Step 9. (ID 4.)
ID 4 = screen area texture
Ok, moving on to ID 4, click the next button for this ID and select Raytrace. Next, click the “Diffuse” button within that, and under the list, select “Bitmap”. 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 “Go to Parent” 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’ll need to re-copy onto the Luminosity map to keep them the same. That completes our screen area.

Step 10. (ID 5.)
ID 5 = gloss silver trim around the front..and ear hole area.
Next, lets get the silver trim and earpiece textured. Click “none” next to ID 5. Again, we’re using Raytrace for this material aswell. Follow the image and adjust your settings to something similar to what I have. You’ll see I’ve used a DGS Material for the Diffuse map, and a Flat Mirror for the Reflect map. If you don’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…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.
{mosimage}

{mosimage} Step 11. (ID 6.)
ID 6 = flat black – bottom, back of the iphone area.
Now lets create a flat black texture for the bottom back area of the phone. Click the “none” button next to ID 6. You can see the setting I’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.

{mospagebreak_scroll}

Step 12. (ID 7.)
ID 7 = the logo area (4 polygons) on the back of the iphone.
Finally our last texture. Click the final “none” button left there at ID 7. Our shading is set to “Metal” 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 –>
Feel free to make any adjustments you see fit.

{mosimage}

{mosimage} Authors’ Comments:
That concludes this tutorial. Take a look at the images here to see what I’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’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!

This tutorial is (C) 2007 Increality.com

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3 Responses to “Texturing an iPhone (Editable Poly)”

  1. Andrew Karasek Says:

    i think there may be a few images missing? :-)

  2. D3FO3 Says:

    Thank you for this tutorial! It was very helpful.

  3. Increality Says:

    Glad it could help, thanks for swinging by!

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