Making of Sony Playstation Portable-PSP Page 1 of 3 Article Index 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'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's third installement of modelling electronics. This Making of a Sony Playstation tutorial is intended as a walk-through or guide to modelling and texturing a PSP. This tutorial is however not a step-by-step, number for number tutorial. If you're looking for a step-by-step tutorial for intermediate to advanced modelling 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 modelling in this tutorial. Then challenge yourself by coming back to this tutorial. If your fairly familiar with modelling using editable poly, then without any further adu, lets begin. 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's plenty out there. tutorials/max_playstation/psp_setup Previous left arrow key Next right arrow key Close Move 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 attatched the two arcs tutorials/max_playstation/psp_spline01 together to make one object, created a couple of lines to Previous left arrow key Next connect them together and made sure to weld any pair of right arrow key Close Move 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. tutorials/max_playstation/psp_spline02 Previous left arrow key Next right arrow key Close Move Next I added a simple extrude. I didn't have a side reference view, so I modelled the thickness by eye. I converted to an editable poly by collapesing all. I've found it easier to use editable poly rather than editable mesh for more detailed models such tutorials/max_playstation/psp_extrude01 as this. Previous left arrow key Next right arrow key Close Move 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. tutorials/max_playstation/psp_first_segmentation Previous left arrow key Next right arrow key Close Move Here 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 tutorials/max_playstation/psp_trigger_space indentations. Previous left arrow key Next right arrow key Close Move Then I adjusted the appropriate vertices to bring the angles out remembering to use "alt" + "x" to toggle between see-through mode. Continue on to next page tutorials/max_playstation/psp_adjust01 Previous left arrow key Next right arrow key Close Move 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 tutorials/max_playstation/psp_back01 Previous smooth was applied. left arrow key Next right arrow key Close Move I wanted some added detail on the back. I did this be chamfering lines or inseting, and extruding by negative. Standard view - tutorials/max_playstation/psp_back_detail And after mesh smooth applied - Previous left arrow key Next right arrow key Close Move tutorials/max_playstation/psp_back_detail02 Previous left arrow key Next right arrow key Close Move I started adding some details. First I chamfered the edges of the model to make it look more clean. tutorials/max_playstation/psp_prog01 Second for the looped area down on the bottom left. Previous left arrow key Next This was a little difficult because that area is hard to right arrow key Close Move 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 viewport, duplicate vertices and drag them over to the center so that I could rebuild polygons in that area while in Polygon sub- object mode. tutorials/max_playstation/psp_bottom_loop Then I started adding detail just above the loop area on Previous left arrow key Next the back. I used the same method as earlier pretty right arrow key Close Move much. Chamfer, inset and then extrude with negative values. tutorials/max_playstation/psp_side_detail Previous left arrow key Next right arrow key Close Move tutorials/max_playstation/psp_prog02 Previous left arrow key Next Next I modelled the detail on top. right arrow key Close Move Moved on and added more detail to the plug area, and both sides where those little side switches are. tutorials/max_playstation/psp_plug Previous left arrow key Next right arrow key Close Move 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 - 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't all that hard to do. tutorials/max_playstation/psp_button_start Previous You keep moving on and then start chamfering and left arrow key Next adjusting areas or extruding so that you can start building right arrow key Close Move up each individual button. tutorials/max_playstation/psp_button02 Previous left arrow key Next right arrow key Close Move For the right side I did pretty much the same as the left side buttons. There were some differences, but still it tutorials/max_playstation/psp_rbutton was a matter of figuring out a pattern in your mesh that Previous would work for the design of the psp buttons. Again it left arrow key Next all started from a simple chamfering of the vertices and right arrow key Close Move 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. tutorials/max_playstation/psp_back_detail03 Previous left arrow key Next right arrow key Close Move 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 Previous left arrow key Next right arrow key Close Move tutorials/max_playstation/psp_last_back Previous left arrow key Next right arrow key Close Move 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 tutorials/max_playstation/psp_texturing materials alot. Previous I used Multi-Subobject for my texturing method, and had 26 left arrow key Next different polygon channel sets. If interested, you can take right arrow key Close Move 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.
Pages to are hidden for
"Sony PSP"Please download to view full document