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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. | |
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| 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. |
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| For this tutorial you may choose to use either NURBS based splines[Maya, softimage, etc] or polygon based spline[3DS max, Lightwave, etc]. | |
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| 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. |
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![]() 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. |
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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. |
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| 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, |
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| 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. |
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| 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 |
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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. |
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| 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. |
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