Modeling the leg of an end-table

8
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by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific

This modeling tutorial shows how to use the Path Extrude tool to help generate the leg of an end-table. It also shows how to use the Skin tool, the polygon Bridge function, vertex gravity and custom grids to shape the contour of the leg geometry.


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Merging UVs from a primitive into an existing polygon mesh

This UV mapping tutorial shows how to merge a 2D Polygon primitive, with its pre-defined UV coordinates, with another polygon mesh and sync up the UVs from both. It also shows how to retain the existing UVs after a few modeling operations are done, using point pinning and the Conform function.


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Modeling a twisted helix shape

8
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by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific

This is an advanced modeling tutorial that shows how to take an Illustrator profile, bring it into Design 3D 8.0, extrude it and then produce a twisted DNA type shape.


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The Path Extrude tool and UVs

8
More Tutorials
by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific

This tutorial talks through the process of creating a Path Extrude object and work converting it to a polygon mesh object in order to work with and adjust the UV coordinates. This allows for predictable application of textures. It also shows how to align the profile art in order to get predictable extrusions.


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UV commands for beginners, Flatten, Conform, Move To, Fit To and Pinning

8
More Tutorials
by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific

This UV mapping tutorial shows people new to UV mapping what the various commands are within the UV mapping environment, specifically how to use the Flatten, Move To, Fit To, and Pin commands. It unwraps a simple object using the Conform function in order to generate UV coordinate which can be operated on by these commands.


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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 K 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, Rotate Tool Group

The Rotate Tool Group consists of the Rotate Element Tool, and the Rotate Normal Tool. Rotation of geometry inside the polygon modeler is grid relative. By default rotation takes place around a line perpendicular to the active grid. However, rotation can also take place around a standard axis, selection normal or a custom grid or guide.
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 J 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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