Category Archives: CX Intermediate

UV mapping a cube, for beginners, Part 1

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

This UV mapping tutorial walks through the process of applying different texture maps to each of the faces of a cube. It discusses two methods to achieve this. One is by applying individual textures via the subset function, the other is by UV mapping the cube and creating a single bitmap that is applied to the entire cube. This is design for people new to UV mapping and texture application.


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Yogurt Cup, Part 4: Lighting and Rendering

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

This is the fourth of the tutorials walking through the process of creating a yogurt cup. It stages, lights and renders the yogurt cup.


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Yogurt Cup, Part 1: Modeling

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

This is the first of the tutorials walking through the process of creating a yogurt cup. It specifically deals with the model creation.


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Air Freshener Display, Part 3: riser stand modeling

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

This is the third tutorial in the Air Freshner display packaging tutorial series. It models the riser stand using polygon modeling and subdivision surfaces. The riser looks deceptively simple and this tutorial aims to show how to construct it.


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Air Freshener Display, Part 1: packet modeling

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

This tutorial models a generic packaging object with a hanging hook inset. It is deformed slightly to give the sense of something contained inside. It uses basic polygon modeling, subdivision surfaces, deformation lattices and some basic UV mapping.


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The basics of setting up a reflective material, Part 3

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

This third part of the reflective materials series discusses the fresnel effect as it relates to surface roughness and high incidence angles.


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The basics of setting up a reflective material, Part 1

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

This tutorial walks through the basics of using the fresnel interpolator to create realistic materials. It also discusses concepts like incidence angle and energy balance.


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A Plastic Pill Bottle, Part 2: Shading & Rendering

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

This tutorial walks through the process of scene setup, shading, and rendering of the basic plastic pill bottle.


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Anti-Aliasing & Pixel Detail settings in 8.0

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

The Block Volume Subdivision Limit controls which pixels get anti-aliased, often called oversampling, by examining pixel intensity differences between neighboring pixels. This tutorials specifically addresses how this variable is affected by the new gamma controls in 8.0.


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