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
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
