iPhone modeling in blender, trying to keep most of it procedural with geometry nodes and modifiers. It's a pretty powerful workflow and works good so far (a lot of try and error though, but this only gets better with time)

#b3d #blender

@thomasaull Interesting! I’m curious how you managed most of it procedurally. I tried that a few months ago on a project, and found my efforts stymied by the lack of (that I could find) selective edge bevelling in Geometry Nodes. Modo seemed better suited to the specific approach I was attempting at the time.
@Jeinselen Mostly Modifiers with a very simple base mesh to define the shape (4 verticies for a switch for example). Geonodes for booleans with collections or copying meshes incl. modifiers to layer other modifiers on top. Subd modeling for the cutter for the switches, geonodes did work but got me some weird shading issues. Yeah beveling in geonodes not possible yet (it‘s worked on though), so that‘s the biggest constraint, for the frame I extruded a profile curve along a path because of that.
@thomasaull Thanks for the details!
@Jeinselen sure thing! Will post more details as I go