Reducing the complexity of your model can be important – whether the number of objects, the polygon count, the texture size, or any combination of these. Smaller, more efficient models can improve rendering times and allow you to use the model in real-time display (such as augmented reality, web display, iBooks illustrations, etc.) and even for 3D printing. View this tutorial
Viewing this tutorial requires a SubscriptionThis materials and UV tutorial shows how to be aware of and work with the UVs of subdivided objects, especially when textures need to conform to the edge of an object.
Viewing this tutorial requires a SubscriptionThis materials and rendering tutorial shows how to make objects rendering with strong reflections on a white ground.
Viewing this tutorial requires a SubscriptionThis rendering and material tutorial shows how to get more detailed glass by working with two render parameters: Reflection Bounces and Surface Shading Threshold. It discusses the concept of incidence 0 and incidence 90 and how that relates to this threshold function, in turn affecting glass type materials.
Viewing this tutorial requires a SubscriptionThis texturing tutorial shows how to set up the underlying blue metallic design components of the label. It discusses the setup of a metallic material, describing the use of the Smoothness and anisotropy channels.
Viewing this tutorial requires a SubscriptionThis is a follow up tutorial to the tutorial dealing with UV mapping a typical food package design type object. It specifically deals with reverse determining the physical size of the label based on the 3D object's size and the UV bitmap. This is a useful technique if you've designed an object in 3D space and want to produce a physically accurate label based on the UV data which is abstract in size.
Viewing this tutorial requires a SubscriptionThis UV mapping and texturing tutorial shows how to use the new version 7.5 Conform function to unwrap a common packaging type object, then use Adobe Illustrator to create artwork that adheres to the shape of the unwrapped UVs.
Viewing this tutorial requires a SubscriptionThis texturing tutorial shows how to configure and control several surface variables (smoothness and reflectivity) that change according to incidence angle. It specifically discusses these with respect to a dark and rough reflective plastic.