Category Archives: CX Intermediate

Air Freshener Display, Part 3: riser stand modeling

8
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.


Viewing this tutorial requires a Subscription

Air Freshener Display, Part 1: packet modeling

8
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.


Viewing this tutorial requires a Subscription

The basics of setting up a reflective material, Part 3

8
More Tutorials
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.


Viewing this tutorial requires a Subscription

The basics of setting up a reflective material, Part 1

8
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.


Viewing this tutorial requires a Subscription

A Plastic Pill Bottle, Part 2: Shading & Rendering

8
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 process of scene setup, shading, and rendering of the basic plastic pill bottle.


Viewing this tutorial requires a Subscription

Anti-Aliasing & Pixel Detail settings in 8.0

8
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.


Viewing this tutorial requires a Subscription

Going from 1.0 gamma to 2.2 gamma, #1

8
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 transition a simple Design 3D 7.5 file, which uses linear gamma, over to Design 3D 8.0 and take advantage of 2.2 gamma.
Viewing this tutorial requires a Subscription

Reworking problematic geometry

This modeling tutorial shows how to examine a polygon mesh object that has problems and how to correct. It shows various techniques for figuring out what may be misbehaving in parts of the polygon mesh.
Viewing this tutorial requires a Subscription