For 3D Studio Max
Version 8.5 used
Emphasis: Modeling only (texturing tutorial)
This is a second version with an emphasis on modeling with Editable Poly instead of Mesh, for more detail and further texturing possibilities.
You should acquire some knowledge of Max’s interface before using this tutorial. All images in this tutorial can be clicked on, or downloaded or dragged to a new tab to enlarge to full visibility.
Purchase the Complete iPhone model from this tutorial at Turbosquid!
To begin this tutorial, first download the reference images of the iPhone- Front & Side:
You can create your own setup file by making two planes to put the reference images on in Max. For the front reference plane, I use dimensions 4.5″ x 2.14″ with a .1″ plane thickness.
Ok lets get started. Start by creating a cylinder with 28 sides, 5 height segments and 1 on the cap segments. I started with a radius of .35, and a height of -0.35. Yours can be slightly different from this, just create the proper curve of the left iphone corner with the cylinder. It is important to try to match this cylinder’s thickness with the side view (left viewport) of the iPhone before moving on. Also, line it up so it doesn’t go past the silver trim in on the left viewport. You’ll see why on step 3′s image on the next page. Going to your modify tab on the right panel (looks like a blue rainbow) right click on your cylinder and select “Convert To: Editable Poly”. Next, click the Black box with the + sign next to your newly created Editable Poly object to expand it’s sub-object catagories and select the “Vertex”. Select now the vertices as shown (15 of them plus the 15 on the back and middle sections) in the image to the left and drag them to the right so they match with the width of the iphone. When you do this, make sure “Ignore Backfacing” in the selection area of the menu is NOT checked. You’ll notice you have an un-even amount of vertices on either side. Drag back to the center the odd ones so as to even it out. <– See image. Hide the side reference (right click while selected and set to “hide selection”) view if it’s getting in your way for now.
With the same process as step 1. make a selection and selet the points at the bottom of the cylinder. This should be a selection of 15 points aswell (7 on the left, 7 on the right and the one you dragged over to the middle) along with the 15 vertices on the back & middle of the cylinder. Drag the vertices down to match the bottom of the iphone.
Here’s a helpful tip. With your object selected…hit the key command on your keyboard Alt + X to turn the object to transparent viewing. This will make it easier to form and shape your object while using a reference image. This can also be reached by selecting the object, right clicking, select “properties” in the pop up menu, and then select “See through” under Display Properties in the Object Properties menu. Try it!
Once you’ve done that, bring back the two vertices (front pair, middle ones, and back) back up to the middle. When you are finished with this step, you should have something similar to the image on the left here. Move on to the next page to continue…
Using Left viewport–
Hit “alt” + “x” and go to invisible mode for your iphone model, and then select the vertices (making sure ignore backface is turned OFF) and match them to fit the curve of the iphone using the Select and Non-uniform scale tool. Make sure to use the inner triangle of the tool when doing this and select all the back vertices, on the top and the bottom, and scale them in. Remember use “control + click” to add to your selection when gathering up the appropraite vertices before this operation. Do the same to the next two rows over and line them up with the curve of the phone. This will give the back section of the phone that nice curve on the back.
Now, using the move tool in the left viewport, select and adjust, row by row, the vertices and move them either up or down and into place to match the curve. The last row up in the very front probably doesn’t need to be adjusted. Also remember, instead of selecting each row all the way from the top and the bottom, in this step you have to select individually the top set of vertices, adjust them, and then work your way to the bottom to adjust those ones. –this will give your iphone model that perfect shape.
Now it’s time to make some subdivisions to prep this iphone for smoothing later on. Go to your “Vertex” subobject under the drop down. Select top middle vertex that’s flush against the face of the model. Then go down and select the bottom middle vertex that’s flush against the face of the model. Go over to your modify panel and under “Edit Vertices” you will see a button called “Connect”. Click that and you’ll see a brand new edge formed between the two vertices you just selected. Do this for the right and left side of that front screen area, selecting a vertex on top, then it’s opposite down there at the bottom, until you have all of them connected. Then do the same process for the back of the phone. Take a look at the image to the left here to see a before and after for the front and back.
Grab all the polygons that make up the front face/screen area of your model (using “ignore backfacing” may be helpful here) while your in the perspective or front viewport. Going to your left viewport after the polygons are selected, select the move tool and “Shift” click while moving those polygons to line up with the very front of the iphone. This is where we’re creating geometry for that front silver trim area. You’ll notice a menu pop open when you do this giving you two options. Select the “Clone to Element”. This will keep this new geometry together with the model even though they are not touching at this point.
Next, go to the front viewport once more and with the object in “invisible” mode, scale down using the Uniform Scale Tool those newly created polygons to match the screen area. Use the tool to squize in the sides if necessary to fit the screen area and also use the move tool if it will help to line those polygons up. Check in your left viewport and make sure they still line up perfectly with the very front of the model.
Ok, if you completed the model to this point your doing great! We have the basic form of the iPhone done. At this time we need to smooth it out some. Go to your top menu and find “Modifiers”…then “Subdivision Surfaces” and select the “HSDS Modifier”. Once you have it on top of your editable poly in the stack (modify panel on the right) your going to need to collapse all. Right click on the HSDS Modifier and click “Collapse All”. This is going to automatically change it into an Editable Mesh. We need to get back to Editable Poly, so right click on the Editable Mesh and choose “Convert to: Editable Poly”. That gets us back and ready to go. You’ll also notice if you look at your model, the harsh edges around the curved areas are now smoothed out.
It’s time now to create the mic area of the phone. Yes that complex inseted area that cuts into the face of the phone at the bottom of the screen. We’re going to do it with ease though and I’ll show you how without using Boolean! Ok so first thing we need to do is go to our Edge sub-object and select the verticle edge going down across the middle of the mic area. Use your front viewport while doing this and make sure your object is set to invisible mode (alt + x). Go down your modify panel and find “Tessellate”. To the right of the Tessellate button, click the Tessellate Setting button which looks like a black box with a gray cut out (see image to the left for a visual reference of this). Tessellate just once, Tessellation Type=Edge, click ok. Then go to your Vertex sub-object mode and find the center vertex within that tessellated area. Tessellate it a total of 2 times…each time making sure to click ok, deselecting the newly created vertices, then grabbing the center vertex to tessellate. See the image to the left here for a walk through. Again, we’re only Tessellating 3 times…our first one is while in Edge sub-object, then two more on that center vertex while in Vertex sub-object mode.
Next we need to connect some vertices. As shown in the image to the left here, select the pair of vertices labeled “1.” there and go to the modify panel on the right and hit the “Connect” button. Go through all 8 pairs as labeled in the picture and connect each pair one at a time. You should have something similar to the image that is labeled “Finished Result” when you’ve completed this step.
This next step will complete our mic area. I’ve created two videos to help walk you through this step. Please click on the videos above to see how the mic is completed. Videos are in youtube format. Make any necessary adjustments to your mic that you feel is desired.
the second image here to the left, grab all the polygons that make up your speaker area. Extrude them with a value of -0.02. Hit ok, and your done with this step.
Step 17. (Optional added detail)
Now for the side of the model where we find two areas that are inseted. I’m guessing the top on is to plug in the headphones for the iPhone, and the bottom one on the side there is for something useful..right? Anyways, lets get to modeling them. Starting with the bottom lengthy looking one, grab the two edges that surround that area and adjust them to line up with the sides. Then select that center polygon where we’re going to create the groove later and “Tessellate” it once (Type = Edge). Down below that area a little ways you’ll find three newly created vertices that appear after tessellating. Grab them and drag them up just to the bottom of that desired area. Next grab the center edge and “Tessellate” it just once. Again, Type = Edge. Adjust the top and bottom vertices so that they match up with the curved parts of this area. Then grab all the polygons in this area and extrude them with a negative value of -0.05. That completes this grooved area.
Ok, we’re almost done! Go to your Edge sub-object mode and make two cuts, one on the top and one on the bottom of the headphone jack area. This creates three new vertices on top, and then three on the bottom there. Adjust those vertices to match that area, and then use the connect tool while in Vertex sub-object mode and connect the four pairs of vertices.
Finally, go to Polygons sub-object mode and select all the polygons that make up the headphone jack area. Extrude them with a negative value of -0.05. That’s it! Of coarse, feel free to add any other detail to this area that you would like. Authors’ Final Thoughts:
Ok, that completes this tutorial. There are more areas of detail you could achieve in your own model and I encourage you to explore the possibilities with what you’ve learned here. For instance, I know the bottom of the iPhone has an inseted area where it plugs in similar to the iPod. Now that you know some good techniques for modeling this, play around and see if you can achieve even more detail. Also, be sure to check out the texturing an iPhone tutorial to learn how to texture it. We’ll be going over some other details, how to add the screen, how to add the apple logo on the back and more! I hope you enjoyed this tutorial and found it to be useful. Please feel free to contact me with any comments/questions or suggestions. Thanks! Jesse. This tutorial is (C) 2013 Increality.com If you liked this tutorial, please consider donating. Every little bit helps: