Category Archives: CX Modeling

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.

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POLYGON EDITING, Extruding Polygons

The Extrude Tool Group consists of the Extrude Element Tool, the Extrude Normal Tool, and Extrude Inset Tool. Polygons can be extruded to extend existing geometry. Polygons, edges and vertices (sometimes referred to as points) can be extruded. Extrusion can be constrained with the methods listed at right.
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.

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POLYGON MODELING, Scale Tool Group

The Scale Tool Group consists of the Scale Element Tool, and the Scale Normal Tool. Scaling polygons happens uniformly by default, using the selection center as scaling center. However, scaling can also take place along a standard axis, relative to a selection normal or along a custom grid or guide. Scaling polygons, vertices and edges generally produces the same results.
Rotation for any element (polygon, edge, vertex) is;
1. Free-form, Uniform
2. Perpendicular to Grid
3. Standard axis (X, Y, Z)
4. Custom Axis/Guide
5. Selection normal
6. Scaling Single Edges
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 M 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.

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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.

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UV mapping a cube, for beginners, 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 is the 3rd 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 work with UV data after further editing has taken place on the original 3D object.


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A Plastic Pill Bottle, Part 4: 3D printing with i.materialize

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

This tutorial shows how to prepare a model for printing with i.materialize. It specifically looks at specific requirements for the model, including a) closed volume; b) correct size; c) wall thickness; d) overlapped geometry; and e) mesh resolution.


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Air Freshener Display, Part 3: riser stand modeling

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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 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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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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Boolean objects and STL format (3D printing)

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

This tutorial deals with preparing geometry for STL output format used for 3D printing. It specifically looks at using the booleon Union tool to weld together some 3D type into a block shape, and issues that may come up. The use of the Select Non-Manifold function is discussed along with objects with counter-spaces.


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