Sony PSP by techtamago


									    Making of Sony Playstation Portable-PSP
    Page 1 of 3

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    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
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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
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connect them together and made sure to weld any pair of
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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.

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 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
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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.

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 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
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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
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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
smooth was applied.
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I wanted some added detail on the back. I did this be
chamfering lines or inseting, and extruding by
negative. Standard view -

And after mesh smooth applied -
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 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.          Previous
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This was a little difficult because that area is hard to
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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.
Then I started adding detail just above the loop area on     Previous
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the back. I used the same method as earlier pretty           right arrow key Close Move
much. Chamfer, inset and then extrude with negative
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                                       Next I modelled the detail on top.
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                                       Moved on and added more detail to the plug area, and both
                                       sides where those little side switches are.

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 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
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.
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                                               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
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                                              all started from a simple chamfering of the vertices and
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                                              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.
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 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 -
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                                           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
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                                          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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