Texturing an iPhone (Editable Poly) Print E-mail

 Texturing an iPhone

Tutorial Information:

  • For 3D Studio Max
  • Version 8.5 used
  • Difficulty: Intermediate
  • Emphasis: Texturing only (Modelling 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.

This is a texturing tutorial for the "Advanced Creation of iPhone (Editable Poly)" turorial which can be found here . Please complete it before moving on into this tutorial.

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, the 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.
 
Click to Enlarge
Click to Enlarge


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.

 
Material ID Panel
Material ID Panel

 
Setting ID
Setting ID's
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 unselect 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.



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