This is an advanced project which walks through the modeling, texturing and rendering of a cell phone. It was recorded in version 7.0 but can also be done in versions 7.5 and 8.0.
MODELING COMPONENTS
Upper edge rim
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This tutorial shows how to adjust the built in UVs from a path extrude derived polygon mesh. It also shows how to optimize the polygon mesh in order to make the UV mapping process more manageable.
The glass covering plate
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This intermediate modeling tutorial show how to create the glass face plate with a cutout region for the speaker.
Front buttons, 1
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This component is the first part showing how to model the main buttons on the front (the tutorials for the buttons are broken into two parts, Part 3 and Part 4). They are derived from the geometry created in part 2. A unique way of creating geometry using ‘naked or open edges’ is shown.
Front buttons, 2
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This component is the second part showing how to model the main buttons on the front (the tutorials for the buttons are broken into two parts, Part 3 and Part 4). They are derived from the geometry created in part 2. This part shows how to ‘patch’ up the ngons into geometry capable of being subdivided to form the final button.
Black inset area and display
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This component shows how to complete the glass face plate, and also how to create the inset for the display.
The speaker
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This component shows how to complete the glass face plate, and also how to create the inset for the display.
Bottom mesh adjustment
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This advanced modeling tutorial walks through the process of enhancing the resolution of the ‘cage’ geometry for the subdivision surface object making up the bottom of the phone. The bottom body component is already provided for this tutorial, we’re just going to modify it. This is in preparation for the tutorial which adds the camera element to the back side.
Camera lens
Camera lens
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This advanced modeling tutorial shows how to add detail to the back clamshell component of the of the cell phone. It specifically adds a lens and design inset region which can be deformed using a deformation lattice.
Side button cutout
Studio type lighting
White environment
Upper shell material
Side button cutout
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This component models the small cutout along the left bottom body piece where the volume button goes.
RENDERING COMPONENTS
Studio type lighting
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This rendering component walks through a ‘studio’ type lighting setup for the phone. This includes the use of the Lightdome and an HDRI image and several pieces of luminous geometry.
White environment
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This rendering component shows how to creative a highly reflective and white ground object to render the cell phone on. This is a typical setup or rendering type used for cell phone or device illustrations.
TEXTURING COMPONENTS
Upper shell material
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This texturing component walks through the material setup for the outer shell. It’s a car-paint type material using a glossy lower layer with metallic properties and an upper ‘coating’ type material.
Front buttons plastic
Use of the stencil channel, for beginners
Keyboard lettering and symbols
Front buttons plastic
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This texturing component walks through the material setup for the main front buttons. It describes how to setup and configure the material using the index of refraction and also Smoothness function.
Use of the stencil channel, for beginners
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This texturing component shows how to take data from a Photoshop file and move it over to Design 3D, creating several materials which are stacked. It specifically looks at the Stencil channel. This tutorial is geared towards beginners and is in preparation for the tutorial which shows how to create key overlays for the actual phone rendering.
Keyboard lettering and symbols
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This texturing component shows how to set up and apply the materials which make up the keyboard lettering and symbols.
Dealing with possible stencil artifacts
Dealing with possible stencil artifacts
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This texturing component discusses a possible visible artifact when using a stencil and how to resolve it.