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I am creating a few different Apple products, but having issues getting that MacBook Pro rough anodized aluminum finish look and the high-gloss iPhone type of finish.

Here is an example of the anodized finish I'm wanting to create for the MacBook Pro:

enter image description here

Here is the high-gloss finish I'd like to have for my iPhone:

enter image description here

I tried taking a picture of a MacBook Pro and layering that image on top of my model, but that doesn't quite work. Does anyone have suggestions on how to create these two type of textures?

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  • $\begingroup$ Which renderer are you using? Blender Internal or Cycles? Also a photo or a link to a picture of what you are trying to accomplish would be helpful. $\endgroup$ – maddin45 May 12 '14 at 19:12
  • $\begingroup$ I have tried Blender Render and Blender Cycles. I then import a photo into Blender. The photo is saved onto my computer. $\endgroup$ – ChaseHardin May 12 '14 at 19:23
  • $\begingroup$ Ok, do you have any preference for a renderer? I guess my comment was a bit unclear. What I meant was it would be helpful if you added the photo to your question. When you edit your question, click on the image icon above the text box or press [Crtl+G] to add an image. $\endgroup$ – maddin45 May 12 '14 at 19:28
  • $\begingroup$ I haven't found an image that I am super excited about, but tried using this: encrypted-tbn2.gstatic.com/… Thanks so much!! $\endgroup$ – ChaseHardin May 12 '14 at 19:42
  • $\begingroup$ This was for the rough texture... I don't have anything for the glossy finish! $\endgroup$ – ChaseHardin May 12 '14 at 19:43
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Try using a glossy shader.

Even with just a single glossy shader you should be able to get an effect similar to your reference images, but you may also want to mix in a bit of diffuse shading:

enter image description here

enter image description here

Note that the way your scene is lit will affect the result a lot, especially with glossy materials. For example, I used a mesh light above the "iphone" to give that highlight:

enter image description here

See Whiter white in cycles for some examples. Also remember that the surrounding objects will affect reflections as well.

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  • $\begingroup$ where did you get the wood floor texture? $\endgroup$ – David May 13 '14 at 14:13
  • $\begingroup$ @David CG textures (I can't remember which one exactly). $\endgroup$ – gandalf3 May 13 '14 at 18:34
  • $\begingroup$ Ok thanks, from CGtextures there is a good chance I already have it. $\endgroup$ – David May 14 '14 at 15:31
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I am not entirely sure what you are trying to create but this is my guess.

  1. If your object doesn't already have a UV map, create one

    • There are a few automatic ways of doing this. You could use smart project but in this case I am going to use the Cube Project for the iPhone.
  2. Add an Anisotropic material to your object.

  3. In the material editor add an Input -> Tangent node and set the Direction to UV Map than select your UV map

  4. Connect the Tangent node output to the Anisotropic node's Tangent input.

    enter image description here


enter image description here

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  • $\begingroup$ Hi @Vader, are using an image with this? $\endgroup$ – ChaseHardin May 12 '14 at 21:30
  • $\begingroup$ @user3356901 no, no image needed. $\endgroup$ – Vader May 12 '14 at 21:46
  • $\begingroup$ thanks for your help... However, when rendering, it appears that other parts of the mesh that are not selected become rough. It also changes the color. Any ideas? $\endgroup$ – ChaseHardin May 12 '14 at 21:53
  • $\begingroup$ Here is a second question... This doesn't appear to let me use that white/silver color. It will only display gray. However, when selecting a darker color like green or blue, it will display the color. Are there any suggestions on fixing this? Thanks! $\endgroup$ – ChaseHardin May 12 '14 at 22:11
  • $\begingroup$ you need a bright lighter. Check this out blender.stackexchange.com/questions/6850/whiter-white-in-cycles $\endgroup$ – Vader May 12 '14 at 22:19

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