Pi1541 - Case Design (Hobby Project)

Making Of / 13 May 2019

I created this case design for the open source hardware: Pi 1541.

Before introducing the Pi 1541, I want to introduce you the Commodore 1541 which is a 5.25" floppy disk drive for Commodore computers.

These drives can be connected to Commodore 64 to load games and programs faster than datasette tapes. I already modeled the standard and 1541C version of this drive by looking to the photos of the hardware. As a self-criticism I can say I went hard on the width of the product :)


Pi1541 is the modern replacement of this hardware that created by Stephen White. You can connect the Pi1541 to a Commodore 64 computer and attach any C64 floppy image through an SD card to make the C64 detect there inserted a real floppy disk and make it read the disk file "cycle-exact". By cycle exact, image is loaded to the Commodore 64 in same clock timing with a real 1541 floppy drive. This means amazing compatibility!

Hardware uses Raspberry Pi's various models. Like 3B, 3A+ and 3B+. There is an IO interface for Raspberry Pi that has all magic. 

Here are some links for that product:





Pi1541's Electronic part looks like this (images taken from https://www.hackup.net/2018/06/pi1541io-revision-2/)

I have the Rapberry Pi 3A+ version of this product. And I already designed a case for the RAAT #5 meeting in Turkey.


My friend Türker Gürevin sent me a 3d printed version of this case and I painted it in similar 1541 colors with acyrillic paint. Also I designed a label for the front face.

Recently, I revised the design and made it compatible for both Raspberry 3A+ and 3B+ versions. 

  This time I 3d printed with my Ender 3 printer. 

I move the power and activity leds to the fron side of the case to make the resemblence with the original product.

After case design and prototype print is OK, then I painted the case with acyrillc paint by creating custom colors.

Here some shots of the final case which I fell in love with <3














Second device on the photo is my tapuino case design:


3D print files are here: https://www.thingiverse.com/thing:4611954

Tapuino - My DIY Electronics and Custom Case Design Attempt

Making Of / 04 May 2019

As a person who used Commodore 64 computer with only datasette instead of floppy disk driver in 90s, I always loved to tape loading musics and screens.

For the people who don't know what is a datasette, it is a tape player that transfers data from tape cassettes to the computer by sending analog waves. Here is some technical info.

Tape loading times are huge by the way. It may take 10 - 30 minutes to load a game depending on the size of the software.

Here is a datasette image I created by measuring my own Noris datasette:

(project page: https://www.cemtezcan.com/projects/GB6qz)

Let's talk about Tapuino Project. This is a DIY project that created by Peter Edwards. Actually it is an Arduino project with a few components. 

Tapuino is an hardware emulator which connected to a real Commodore 64 and acts like a Datasette. It has an SD card reader, so you can load any .Tap files through this device to a C64. Tap files are tape images of the C64 games and softwares.

All details of the device and components can be found on following links:

Sweetlimre's Blog



My first attempt with this device is to create a large version with my limited electronics knowledge. It was real fun to make soldering first time and ordering interesting electronic components, cables, screens etc :)

I just followed the steps of the Peter's blog and created a board of the device. Next thing was to create a case for this one. I used Solidworks to make the model of the electronic part and created a shell over it by considering the clearences.

Then I 3d print it and complete this first trial of "homemade" electronics and case printing.

It worked like a charm!

My next mission was to make the compact version of this device and make a real datasette looking case for it.

I started to assemble the components on a smaller (5cm x 7cm) prototyping PCB. I designed the placement on the Microsoft Excel, and painted some cable routes on Paint Shop. I suggest you to follow the Peter's directions on cabling. My version may not be the final diagram of the connections.

Next as usual I modeled the device fisrt and modeled a shell for it. For the shell design, I tried to achieve the resemblence with the Commodore 1530 datasette design. Which is as follows:

I 3d printed the model and voila! It fits!

I painted a base with a gray spray paint. Since the material is translucent a bit, opaque paint shows all the details (and ofcourse the printing flaws) of the case.

Next painted the main color with acyrlic paint by an air brush and painted other details by brush.

Of course my daughter makes everything easier by climbing over me when I'm painting the frame 10th time.

Finally it is ready for varnishing!

After varnishing 2 layers with airbush and cut a plastic for the front frame I completed the work. 

And finally  this video shows the operation of the final device. 

I know the final result is not clear and smooth, I may gave more attention to polishing  the 3d print but it's just a prototyping. And more important than that, it's prototyping that made in "home". Which is a cyberpunk scenerio for me :) Cheers! 

Old School PCB Board Painting with Substance Painter

Making Of / 20 July 2018

I'm creating a Sci-Fi electronic equipment with some retro electronic board which I painted with Substance Painter.

Here is a quick timelapse and a render in Octane. More is coming soon friends!


Modeling Commodore 64C Inside Out - Update 3

Making Of / 09 June 2018

Final modeling timelapse which concludes CAD modeling phase. I'm going to complete the project after painting and rendering the product.

Hope to see you soon!

Modeling Commodore 64C Inside Out - Update 2

Making Of / 06 June 2018


Modeling Commodore 64C - Update 1

Making Of / 04 June 2018

Disassembly of my Commodore 64 computer.

Board map I grabbed from an FTP by google image search.

Simple parametric chip design to use on main board:

Modeling Timelapse 02:

Current modeling status:


Bonus: Strange capacitors!


Modeling Commodore 64C

General / 02 June 2018

I'm modeling my old Commdore 64C product wih all inner details. Here is the first part of modeling.

I completed 2 main plastic covers and buttons. I started to the board and 15 percent is done.

Modeling QuickJoy II Turbo (SV-124) Joystick - Update 1

Making Of / 23 May 2018

This video shows some plastic details of the model created so far. Hope you like it.

Modeling QuickJoy II Turbo (SV-124) Joystick

Making Of / 21 May 2018

This is my first and favorite joystick back old Commodore 64 days.

I'm going to measure, model and render this product by all details inside and out, like plastic molding-wise details and assemblying, electronic boards, cables and mechanical micro switches. 

Photo of the product:


Daggerfall Fan Art - Finalization

General / 31 January 2018

Well, 25 days passed after the first entry of this project.

I think this was the most complicated scene I created in a way of texturing and modeling. But most important than that, this was "the" project that make me feel like "now I'm free" when I completed. Not because of tiring, because I wanted badly to do something about Daggerfall by using my expertise on the CG field for a way long time. And I'm very happy about the result that I can no longer have that need for now (not sure if it recur). It is the ultimate satisfaction for me about this kind of inspirations. 

Anyway, this project was great excercise for me to achieve some results with different softwares and different approaches. Actually I tried too many ways to get sculpted geometry by parametric texturing (like on the walls, crystal bottle, bottle wicker or sword ornaments). Some of them may be look like primal but I can clearly say that it saved great amount time to not sculpting the detail but creating Substance materials of them. Also as a statistician, creating something with parameters and algorithms is the easiest and direct way for me. 

I learned how to handle massive scenes by controlling polygon count and texture loads because of the limitations of GPU rendering. 

One of the best achievemernt of this project was to move back and forth on different phases of the workflow and solve the problems without losing time. Like changing UVs after painting the model (reverse baking), modeling minimum geometry and create variations with same texture files without multiplying load on the memory etc.

So this is the end of this project. That was the great moment of my life to work on this Fan Art. Thanks for everyone that supported me while working on it.

All blog entries of the project:




4.Bottles - Part1

4.Bottles - Part2

4.Bottles - Part3

4.Bottles - Part4

5. Wood and Stone Works

6. Models Created So Far

7. Fireplace

8. Metalworks - Part1

8. Metalworks - Part2

9. "Paperworks"

10. Clay Bottles and Pots

Final Scene - https://www.artstation.com/artwork/wokn6 

Final Scene (Unreal Engine Version) - https://www.artstation.com/artwork/BqGa6 

Document of the whole making of - https://www.artstation.com/artwork/rkoxJ