Category Archives: SE Intermediate

Projection Textures and the Local Z Axis (SE/CX)

Viewing this tutorial requires a SubscriptionThis texturing tutorial for beginners shows how projected materials (cubic, cylindrical, spherical, planar, decal) are oriented to an object. This can help to understand why a material is behaving in a certain way, especially for cubic mapped materials. It was recorded with CX but can also be done with SE7.

Modeling a teapot spout (SE-partial/CX)

Viewing this tutorial requires a SubscriptionThis modeling tutorial shows how to use the Skin tool to create a teapot spout. It also shows how to convert this to a 3D bezier surface, perform some bezier editing on this surface, then finally convert to a polygon mesh. The final polygon mesh is edited and then has subdivision surfaces applied. Note that the first several parts can be done in SE 7, while all components can be done in CX.

Whisk: Part 6 (texturing and rendering) (SE/CX)

Viewing this tutorial requires a SubscriptionThis beginner/intermediate tutorial shows how to texture and render the whisk. It shows how to use luminous geometry, a spot light and how to use the Fresnel interpolator. The tutorial is done in Design 3D SE7, but can also be followed in CX.

Whisk: Part 5 (wires, organizational setup) (SE/CX)

Viewing this tutorial requires a SubscriptionThis beginner/intermediate tutorial shows how to use Shapes and Instances to control the wire components of the whisk. Shapes/instances are important mechanisms for managing geometry data in a scene and this tutorial shows various ways where this is the case.

Whisk: Part 2 (handle creation) (SE/CX)

Viewing this tutorial requires a SubscriptionThis intermediate modeling tutorial shows how to use the Skin tool to create a 3D shape using profiles built in Adobe Illustrator. I specifically addresses the difference between open and closed paths. This tutorial is done in Design 3D SE7, but can also be done in CX.