Welcome to this tutorial on iPod modeling, it is my hope that by modeling this simple model,|
you will learn the basics of technical modeling & along the way acquire a sense of satisfaction from modeling this culture icon.
|The extreme technical look of iPod makes it an excellent candidate for NURBS modeling.
I once model an even older version of the iPod using Rhino and here's the result, it's an excellent NURBS modeling product, I am very please with the way Rhino makes NURBS handle boolean operations, very stable.
|For this tutorial you may choose to use either NURBS based splines[Maya, softimage, etc] or polygon based spline[3DS max, Lightwave, etc].|
|The first thing you'll need to do is to set up the schematic view so that you can make sure
everything is being modeled proportionately.
Notice I have place the top view plane on the bottom & vice versa, the reason for this is for tracing convenient, depending on the way you model, it may or may not applies to you.
In the steps to come, I will no longer show the schematic planes,
it's understandable that you will need it to guide the proportion accuracy of your model.
|1: Using Spline/Curve, draw out the very outer edge of the iPod from the top or bottom view, it doesn't matter.
2: Extrude from the spline the main body of the iPod.
|1: Create the screen's spline by tracing out
the screen shape.
Extrude and use that as a boolean subtraction shape.
You can either guess the depth of the screen using common sense[you can't be too wrong] or look at an actual iPod nano but seriously, it's a step too much.
|If you are using NURBS [especially using Rhino], your job is done.
The way NURBS handles boolean operations can only be describe as perfection.
If like me, you are using polygons and you encounter some problem,
|Do the same thing for the "hole" of the wheel.
Spline->Extrude->Boolean with main body.
|Fix the boolean operation [if you are using polygon modeling like what I'm doing for this particular model].
If you are using 3DS Max, you'll select the inside polygons of the hole[wheel] and click "insert" to create another polygon[actually it's more like slicing] to match the size of the inner wheel.
If you're using NURBS, ignore this step.
|Polygon modeling: extrude from the hole to create the inner button.
NURBS Modeling: straight away model a cylinder and boolean union it in.
|To create the wheel, select inner area, insert, and extrude.|
NURBS users, you can use another boolean union if you want to or you can also extrude, choose.
P.S: Please note that for this particular view, I have exaggerated the gap between the wheel
To achieve Number 1, take the top polygons, insert polygons[another word you slice a smaller piece inside], intrude in then extrude out.
For NURBS users, you can use boolean operation
to boolean out a hole then place a slightly smaller version of the body frame inside.
For both method makes sure the gap isn't too wide.
Repeat the same thing for number 2.
|Number 3 & 5 are simply a single boolean operation.
Number 4 is just a simple piece of rectangular geometry place inside to simulate interface board.
|Now unwrap the UVs of your model so that you can texture them properly.|
Due to the fact that this tutorial is software & technique[polygon/NURBS] independent,
Suffices to say, once you've textured it, you'll have immortalized the iPod of your very own creation.