Created the silver outside edge with buttons. Basic poly modelling done here. Spent time on the buttons, using lots of connect and chamfer and extrude commands.
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Here I used Nurms subdivisions to make the edge smooth. Used 3 iterations.
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What you're looking at is the lenses/flash and speaker grill. The spiker was lots of Ngons attached to each other, then inset the polys and deleted to give a nice grill effect.
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So here's the main body of the phone. You can tell by the sheer amount of edges how hi-poly this model is. I spent lots of time with this. Unfortunately I used a meshsmooth modifier and the dropped it down to an editable poly, This was because I used a composite material with 3 decals, and to keep them in place rather than have 3 stacked UVMap modifiers I dropped it down to a poly to keep them in place.
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This is the volume box for the headset. I started with a basic box, then chamfered the edges. I used connect/extrude/chamfer and bevel for the buttons. Then used Nurms subdivisions to get the box smooth. I used a composite material to get the logo decal onto it.
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The earpieces are made from a cone, with some chamfer/extrude/and nurms subdivisions. The shape was made using edge modelling.
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The earpiece cables (3 of them) were splines set to have the rendering enabled. I used smooth vertex corner and about 20 segments.
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I used a Vray Camera for rendering.
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Here are some of the materials I used for the scene.
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The scene setup before rendering
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This shows I added a Vray Zdepth render element to be used later in Photoshop to add some subtle depth of field.
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This is the result of the Vray Zdepth pass
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iPhone logo created in PS with Arial font
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iPhone logo Opacity map for the composite material
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On/Off decal created in PS
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On/Off Decal opacity map used in composite material.