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Making of Sony Playstation Portable-PSP |
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Page 3 of 3
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tutorials/max_playstation/psp_back_detail03
| 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. |
| To finish off the modelling part, I added the screen area and also added some last details to the back. Take a look at the finished model (without texturing) to the right here - |
tutorials/max_playstation/psp_last_front
tutorials/max_playstation/psp_last_back
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tutorials/max_playstation/psp_texturing
| Texturing began by deciding which renderer I wanted to use. I ended up using Vray, and used the materials that came with it. Most of Vray'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 alot. 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's below. |
1 - default 2- screen 3 - Front buttons at bottom 4 - button "square" 5 - button "triangle" 6 - button "Circle" 7 - button "X" 8 - button "up" 9 - button "left" 10 - button "right" 11 - button "down" 12 - Toggle button 13 - Left Trigger 14 - Right Trigger 15 - Center middle section - whitish/gray 16 - Center circle on back for large PSP logo 17 - Ring on back, shiny 18 - Yellow plug 19 - Top bumps (above screen) 20 - Front/Right Sony logo 21 - Front/Left PSP graphic logo 22 - Smaller Sony logo back/left towards the top 23 - Small UMD letters on back top right 24 - Sound/Power 25 - Power/Hold 26 - Front Default |
Most of my text logos and graphic logos I created in Illustrator, and brought into photoshop to convert them to transparent gif's. Gifs work great because you can use them in the diffuse channel and set them to Alpha RGB'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'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're as happy with your model at it's completion as I was with mine.
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