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First of all, do 3 sketches (Front, Top and Right) and put on them the pictures of the phone as a reference.

(Scale properly to the dimensions indicated) ...



And this Lateral sk.. And this "Basic" Top Sk ...

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Following the pictures as guides, draw this "Basic» front Sk ...

We are going to use those Sketches as a foundation to build the needed sk to generate surfaces and solids accordingly ...

Using that Sk create this plane parallel to TP ...

On RP, using the -Basic· Lateral Sk, draw this spline ...

~):

Using the point indicated on the Basic Lateral sx create this plane parallel to TP ...

On Plane2 draw this sk ...

I

I - -

. [

Do a Surface-Sweep ...

create Plane3, do the Sk for another SWeep profile. and the Sk for the Path ... Then Sweep again ...

Now, create another sweep surface as indicated ...

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Surface Trim & Knit the surfaces together ...

PIale2

Surface Trim ...

Surface LofL

Surface Trim ...

Surface FilL.

Knit & Solidify ...

Fillet..

variable Fillet...

Split in the Middle ...

Split Line ...

Split Line ...

Face Fillet with Hold lines, Curvature Continuous ...

Split Line ...

Knit & Solidify ...

Delete Face ...

Fillet..

Surface ru..

Surface RII...

Split Line ...

Surface Offset...

Surface LofL.& Mirror around RP ...

Delete Face ...

Split Line ...

\

\ \

-->---------"-- - _____...;.- - ~

Split Line ...

Surface Extrude ...

Cut-Extrude ...

Cut-Extrude ...

Surface Revolve ...

Surface Trim ...

Surface Offset the Bottom of the Button nest on the Phone Body (I isolated the button for clarity) ...

Extrude, Offset from Face (0.5mm) ... Do not merge ...

Do the same for the other depression ...

And the modeling of the Central Button of the Phone is done (for now) ...

Surface Trim ... Knit & Solidify ...

Central Button

Combine-Subtract..

Variable Fillet...

Yes, could be done in one step, but I was experimenting with the filleting ...

Fillet 0.5 mm ...

Cut Extrude offset 1 mm from Surface, as indicated ...

Mirror around RP ...

Surface Offset..

Surface Extrude ...

Surface Untrim ...

Surface Trim ...

~

Do the same as per the Cen-

tral Button. (Offset the bottom surface, Trim, Knit &

SOlidify) ...

Dome the Top of the button 0.5 Fillet with O.3mm ... mm ...

Surface Extrude Up to Surface ...

Offset the First Surface and move it O.5mm upward

Surface Extend ...

Surface Trim, Kntt each button & Solidify ...

Mirror the Buttons to the other side (Arounf RP) ...

Dome & Variable Fillet each Button ...

Surface Offset to Omm the faces indicated. Then Knit the surfaces and extend 10mmm

Extrude Cut, Offset 1 mm from the surface indicated _; w-

Offset to 0 the Surface we used before for the other buttons __

We are going to use this surface iater..

Extrude Surface up to the bottom of the nest button

Surface Tnm that surface with the extrude surfaces for the buttons ..

Now, using the Surface that we generated at the begining of this page, Surface Trim. __

Knit each button and convert it into a solid, then dome the upper face of each one by O.8mm ...

Spirt the Body of the Cell phone as indicated ...

(I want to point out that we are no going to model the interior part of the phone [PC80ard, electronics, etc ... ] this is only for presentation, so we only need the outside of the phone) ..

From that new face, ext e this

plastic piece ... (do not merge)

Extrude this Aluminum BordeL

Fillet 04 mm ...

Extrude Cut the bottom of the phone to put there some connectors .

This is going to be the connection port..

And extrude this cooper blade ...

Extrude Cut this side nest... (Offset Surface Offset to 0 both

from surface 1mm). Extrude both nest's bottoms ...

bodies (top & bott.) of the phone ...

Surface Extrude ...

Knit & Solidify. and fillet..

o

Surface Offset 1 mm Surface

the back race.. Extend ...

Mirror the Nest and the Cover to the other side ...

~~~

Knit both new surfaces into one ...

o

Surface Trim ...

Fillet with a small radius (0.2) both edges of top & bottom bodies. This wi! look good when rendering ...

Also fillet with 0.2 mm this edge ...

Cut Extrude as indicated for the upper left button ...

Surface Extrude up tp

surface ... (we leave a small gap of O.1mm from the nest walls)

Surface Fill. ..

S.OffseL(bottom).

Trim, Knit & Solidify ...

Fillet with 1 mm ...

Extrude these 2 grooves (Offset from Surface, 0.3mm) ..

Also Chamfer 0.2mm

Using the Move\Copy Bodies command you can locate the coin wherever you want

Also you can create a surface to serve as a base for the models (This will serve very well when rendering) ...

Extrude Cut the center of the Coin, 0.4 Depth ...

And Fillet 0.2mm as indicated ...

On the coin too: Just extrude cut this groove ...

And do a Circular Pattern using the axis of the disk as centerIi ne (Select VJeW-> Temporary Axis). 160 instances ...

And Fillet the inner upper border with 0.2 mm ...

Well, let's go over the Decals. This is a funny stage (and creative too).

For the phone screen I created this image in Photoshop. (I used that nice background image found in the Internet, and added all the other items to simulate a very advanced phone screen). If you want you can cut and paste this image, or create your own ... Data: 363x305 Pix. 72 Pixllnch.(Aprox 5 x 4 inch).

Note on Pixels and Resolutions: If you are going to present m the Internet, then 72 pli is ok, 150 to 300 if you are going to print in a regular Printer, 300-600 for Quality printing; up to 1200 or more if you are going to print for a magazine Of some hing like that A small rule that I use is to make the i'llage . ce the real size of the space we are go·ng to fill with the decal (at 72 pIi or other) ... JUST REMEMBER, More pixels-> More MB's

I found this very good quality image of a Half Dollar collection silver coin ...

Of course. in Photoshop (or other) you have to clean all the comers of that image (including the border of it) getting a round image with invissible background.

MORE ON DECALS

Images for Decals can be of: brnp, jpg, gir, png, rgb, tga, tif, wmf or p2d. (The last one is the native format of decals saved on SW).

For presentation jobs BMP, and JPG are just ok ...

The two types of Decals

(really there is just one type, but one with a mask and the other without it) The full image Decal and the Decal with a Mask ...

This an extract of the SW help file, just to understand better this rnatter...

Example of Decal Mask

Start "'it!1 a decal Image. Change the colors in the file. using image editing sortware sUdl as F'amtShop'" Pro!!>. to aeatelhe mask file.

~ IJ-.

SolidWorks

The result is to be

• Areas to be retained - wl'llte

7.

V-.

SolldWorks

• Areas io be Ignorao • OlaCl<

NOTE'It may I)e necessary to set some areas to an Intermediate color. For example. if any area of the Image is bladl or white. you can seUtto a color not found in the decal (tile wl'lite baCkground is set to oraf In ttlls example).

NOW Change all the colors to ee retained to wMe. tllen chanoe the esc ground to black.

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SohdWorks

~1l1j'lng a decal Without a mask results in Il'Ie baCkground appearing in Il'Ie Image.

The decal is applied WlIl1 an image mask.

IMAGE MASK
O+-+
1~
2ABC
DEF3
4GHI
5JKL
MN06 O+-+ 1~ 2ABC

DEF3 4GHI 5JKL

MN06

7Po.Rs 8TUV

8TUV

#~

RAGDE

RAGDE

©SAGEM fflyX-5

©SAGEM rnyX-5

Yes i is 10 of orkl! but it has to be done ...

This is the Phone with all the Decals on it ...

,,.._...,, )00

.. ! ! ! !

So the screen II be

"illuminated' ... Also for the Coin, so it wfJI be brighL.

And this is the coin with it's decaL.

On the ·lI!umlnabonD tab you can use "Plasuc". Ambient:1; Diffuse: 0.75; Specuiar; 0.5

S-~ ... I

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-...· .. 1

=---

CREATING MASK FILES (Trick for PhotoShopDers) ...

If you (like me) use PhotoS hop, then this is a way to do very quickly a mas'k image for decals,

Imagine that this is going to be a Decal 1 with a mask ... First create the image.

Then Select All (Ctrl-A), Copy (Ctrl-C) ...

~ Untitled-2 @ 100% (RGB/8) IIilEt

~~----------------~

Now invert the selection (Shift+Ctrl+I), and with the Eraser Tool erase all the inside area of the image ...

Save and ...

That is all!!

Now New Image (Ctrl-N)<enter>. ~ Paste (Ctrl-V). And... I_

Using the Magic Wand Tool

select in the white area ...

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I will select all the white area (Tolerance 32 is ok most of the time).

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Using the Paint Bucket Tool, fill in pure Black the area selected before ...

Ok, let's start with the Rendering process ...

First of all, let's select the materials we are going to attach to the bodies and faces on the models ... (Of course you can choose other materials to your taste, but this was my selection)

Select Chromium Plate for all the Buttons. And separated select again Chromium Plate for the two main bodies of the phone ... (in that way you can later change the material of the case without changing the buttons)

Chromium Plate Buttons:

A:O.2; 00.00; SO.5; SSO.10; RO.8; TO.OO

Legend:

A: Ambient D: Diffuse; S: Specular. SSe Specular Spread; R: ReJlecfivity:

T: Transparency.

The faces indicated would be of White High Gloss PlastiC, but change the color to Black [0,0,0]

••

-

And in the Illumination Tab, select: Anisotropic

•• -

For the two side plates:

Red Plastic. Usign all the default settings ...

For the Chromium Plate of the phone case: Illumination: Car Paint.

For the body indicated, select Polished Plastic, color: Black .

For the cooper blade select:

Brushed Brass

For the Coin: Silver Plate.

Finally, for the base surface select: Grey Leather, and in the "Mapping" tab, give 30mm to the Aspect Ratio ...

You can use the Rendering Wizards that came with SW07 ...

Activate Perspective:

Go to: View->Modify->Perspective and.. ~d~' e, ~, ~~==::±f~:~

• ••

... or you can render using your OWN settings!

First of all, Chromium Plate needs something to reflect on. Imagine that the chromium sphere is on the center of the studio's room. If we alternate the verlcal walls with Black and White colors, and White Ceiling and floor, we got a nice reflection on the Chromium ...

Also you can set to "Constant" the Illumination tab for the Ceiling, in that way we have an illumination source

We must enable "Indirect Illumination".

Thanks to Mike Wilson for this trick

P Resize automatically
Visibility and materials

Name Material Visible Reflective
North !Injected Plast north .. r rv Activate
White Plastic ... "Rellective'
South !Polished Plastic 1 south .. r p on each wall,
White Plastic ... ceiling and
jlnjected Plast east .. r P floor ...
Black Plastic ... East
Black Plastic ... West !lnjected Plast 'Nest -_j r p
!Injected Plast ceiling _j r P
White Plastic,
Constant Roor /injected Plast ceiling -_j r rv
White Plastic ... r Unk all walls

Close Apply Undo Help Open the Scene Editor II:II

Open the Room Tab, and ...

Scene Editor a

Try to use "real'room dimensions ...

Manager Room I Back/Foreground I Environment I Ughting I Size/AlignmE':-i' ~:-:-----

P Preserve lenqth/width ratio

Length Width

Align with:

r View

r. Model X-Y Plane r Model X-Z Plane r Model Y-Z Plane

Height Roor offset

In the same Scene Editor window, select the ·Ughting" tab. Activate "Transparent' for Global shadow control, And put the settings indicated ...

Sa,,,,. Edirer ~13

Also select the "Front light and overhead directional" Ught scheme ...

"'-I Room 18ack/~ 1 &lwcrmenI ~ I

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r. 1_ "'" tdoeOJOily Itfi

1 8 123 1024

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FMtcltll'O IPhoIo\\'_~ Pal 3 Conoel 0IcI00Ih E \I'rog'nl'lea\s .... w ..... ~ ... ~Id.!ra\IidU~

Tuning those lights the rendering wi! improve

The best renderings have a proper "contrast". In that way shapes, curves, forms and colors are clearly visible and armonk.

So, to get that contrast in the rendering, lets add some materials to certain critical areas ...

Polished steei...

Select these two faces and attach them "burnished lead"

For these 5, (lateral & bottom) attach: Sandblasted Titanium

Move the Coin a little bit closer to the Phone.

"Tint" the two lights that were inserted eartler.ias indicated).

And create one spot Light pointed to an area in between both objetcs.

These lights will enhance nicely the rendering.

As you can see, the two colored lights are very soft Oust a touch) ...

Then you can pre-render to see how it is going to took ...

Let's add another nice item to our scene ...

On TP draw this rectangle (dimensions at will) ... And create a Planar Surface CJ

Again use the Flex command and bend approx. as indicated ...

Use the comma be sure to

position the surface a little bit above the Rotate it and accomodate to your taste ..

Apply the Flex command using the bending option ...

These are only aproximated values ...

Flex again, but this time bend the other end ...

I composed this funny label to attach to our "owner certlricate" ...

Attach the new decal to the surface, using the "label'"

option on the "mapping" tab _

For the "illuminationu I used "piastre" _

P Foo!d a$pI!Ct ratIO r to

r " he.ght to~

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And you are ready to render and playt ..

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