PDA

View Full Version : Making of Sony Playstation Portable-PSP (tutorial)


khemso
10-29-2007, 05:04 PM
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.

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.

http://www.increality.com/images/stories/tutorials/max_playstation/psp_setup.jpg


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 together to make one object, created a couple of lines to connect them together and made sure to weld any pair of 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.

http://www.increality.com/images/stories/tutorials/max_playstation/psp_spline01.jpg

http://www.increality.com/images/stories/tutorials/max_playstation/psp_spline02.jpg


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 as this.
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.

http://www.increality.com/images/stories/tutorials/max_playstation/psp_extrude01.jpg

http://www.increality.com/images/stories/tutorials/max_playstation/psp_first_segmentation.jpg



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 indentations.
Then I adjusted the appropriate vertices to bring the angles out remembering to use "alt" + "x" to toggle between see-through mode.


http://www.increality.com/images/stories/tutorials/max_playstation/psp_trigger_space.jpg

http://www.increality.com/images/stories/tutorials/max_playstation/psp_adjust01.jpg



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

http://www.increality.com/images/stories/tutorials/max_playstation/psp_back01.jpg


http://www.increality.com/images/stories/tutorials/max_playstation/psp_back_detail.jpg

And after mesh smooth applied -


http://www.increality.com/images/stories/tutorials/max_playstation/psp_back_detail02.jpg





To be continue ...... Because the no. of images in one post

khemso
10-30-2007, 11:57 AM
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. This was a little difficult because that area is hard to 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 the back. I used the same method as earlier pretty much. Chamfer, inset and then extrude with negative values.

http://www.increality.com/images/stories/tutorials/max_playstation/psp_prog01.jpg

http://www.increality.com/images/stories/tutorials/max_playstation/psp_bottom_loop.jpg

http://www.increality.com/images/stories/tutorials/max_playstation/psp_side_detail.jpg




Next I modelled the detail on top.
Moved on and added more detail to the plug area, and both sides where those little side switches are.

http://www.increality.com/images/stories/tutorials/max_playstation/psp_prog02.jpg


http://www.increality.com/images/stories/tutorials/max_playstation/psp_plug.jpg


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.
You keep moving on and then start chamfering and adjusting areas or extruding so that you can start building up each individual button.


http://www.increality.com/images/stories/tutorials/max_playstation/psp_button_start.jpg

http://www.increality.com/images/stories/tutorials/max_playstation/psp_button02.jpg

http://www.increality.com/images/stories/tutorials/max_playstation/psp_button03.jpg

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.

http://www.increality.com/images/stories/tutorials/max_playstation/psp_rbutton.jpg

http://www.increality.com/images/stories/tutorials/max_playstation/psp_back_detail03.jpg


To be continue ...... Because the no. of images in one post

JCAddy
10-30-2007, 08:34 PM
Keep it coming!

*ps - thanks alot for a great thread.

khemso
10-31-2007, 11:28 AM
Thanks alot JCAddy


The final step:



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 -


http://www.increality.com/images/stories/tutorials/max_playstation/psp_last_front.jpg

http://www.increality.com/images/stories/tutorials/max_playstation/psp_last_back.jpg


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.

http://www.increality.com/images/stories/tutorials/max_playstation/psp_texturing.jpg


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.


Thanks

Piz
10-31-2007, 01:47 PM
Very cool and interesting work... tnx a lot for your condivision of your workflow! :applause:

CGTalk Moderation
10-31-2007, 01:47 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.