Category Archives: CX Beginner

Yogurt Cup, Part 5: Shapes, Instances and Multiple Materials

More Tutorials
by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific
This tutorial shows how to use the Shape and Instance mechanism to control the structure of scene objects. It specifically looks at the use of instances to create multiple yogurt 'flavors', while still using the same underlying geometry.
Viewing this tutorial requires a Subscription

Model a mug, for beginners

8
More Tutorials
by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific
This is the 3rd in a series of polygon modeling tutorials for beginners who want to better understand what subdivision surfaces is and how to manipulate polygons in Design 3D 8.0. It is somewhat more advanced than the bowl and vase tutorial in order to show more modeling abilities.
Viewing this tutorial requires a Subscription

Model a Vase, for Beginners

8
More Tutorials
by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific

This modeling tutorial for beginners further demonstrates how to use polygon modeling to generate a subdivision surface object resembling a vase type object. It helps to give a sense for how Design 3D approaches the manipulation of polygons, in addition to showing how active grids help to control the modeling process.


Viewing this tutorial requires a Subscription

Model A Bowl, for Beginners

8
More Tutorials
by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific

This tutorial is for people new to Design 3D and 3D in general, who want to get a glimpse into what the subdivision surface technology is. It walks through some basic polygon modeling operations in order to set up a polygon mesh that can be subdivided.


Viewing this tutorial requires a Subscription

Direct and Indirect light, for beginners

8
More Tutorials
by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific

This tutorial is designed for those new to Design 3D who want to know the difference between direct and indirect diffuse illumination. It also shows how to control parameters which influence these lighting types in Render dialog. It specifically looks at the Lighting, Shadow and Detail panels, covering Raydiosity Bounces, Cache Hits, Adaptive Shadow Sampling, and Anti-Aliasing parameters as they relate to direct and indirect illumination.


Viewing this tutorial requires a Subscription

UV commands for beginners, Flatten, Conform, Move To, Fit To and Pinning

8
More Tutorials
by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific

This UV mapping tutorial shows people new to UV mapping what the various commands are within the UV mapping environment, specifically how to use the Flatten, Move To, Fit To, and Pin commands. It unwraps a simple object using the Conform function in order to generate UV coordinate which can be operated on by these commands.


Viewing this tutorial requires a Subscription

POLYGON EDITING, Extruding Edges

Edges can be extruded to create new polygons. Edges are extruded with different behaviors depending on whether they are ‘internal’ or ‘external’ (inside the mesh, or on the perimeter boundary). The constraint methods are the same as with extruding polygons, so only issues specific to edge extrusions are shown below.
Tools are organized into tool groups. Each tool within the group can have its own key, but can also be cycled to to become the active tool via a ‘tool group’ key. By default, the U key cycles the tool group, but also activates the current tool within the group when another tool is currently active. This allows for flexibility in switching tools.

Viewing this tutorial requires a Subscription

POLYGON MODELING, Rotate Tool Group

The Rotate Tool Group consists of the Rotate Element Tool, and the Rotate Normal Tool. Rotation of geometry inside the polygon modeler is grid relative. By default rotation takes place around a line perpendicular to the active grid. However, rotation can also take place around a standard axis, selection normal or a custom grid or guide.
Tools are organized into tool groups. Each tool within the group can have its own key, but can also be cycled to to become the active tool via a ‘tool group’ key. By default, the J key cycles the tool group, but also activates the current tool within the group when another tool is currently active. This allows for flexibility in switching tools.

Viewing this tutorial requires a Subscription

POLYGON MODELING, Move Tool Group

The Move Tool Group consists of the Move Element Tool, the Move Normal Tool, and the Slide Element tool (edge mode only). Design 3D controls the movement of elements using differnet 'constraint' modes. These are active grids, guides, geometry 'normals' and sliding. The listing below shows how the 3 tools in the Move Tool Group operate relative to these constraints in order to precisely manipulate geometry.
Movement for any element (polygon, edge, vertex) is;
1. free form, parallel to the active grid (default behavior)
2. along a standard axis;
3. perpendicular to the active grid;
4. along a custom guide/axis;
5. geometric ‘normal’ relative;
6. slide (edge mode only);
Tools are organized into tool groups. Each tool within the tool group can have its own key, but can also be cycled to to become the active tool via a ‘tool group’ key. By default, the M key cycles the tool group, but also activates the current tool within the group when another tool is currently active. This includes Slide, even though its direct key is Shift+S. This allows for flexibility in switching tools.

Viewing this tutorial requires a Subscription

UV mapping a cube, for beginners, Part 4

8
More Tutorials
by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific
This is the 4th tutorial in the beginner UV mapping series on how to UV map a cube and a cube with extended complexity. This tutorial shows how to unwrap the more complex cube shape using the Conform to Mesh function.
Viewing this tutorial requires a Subscription