Quick Tip – How to Set Custom Key Commands

As you begin to get comfortable with the application, you may be looking for ways to speed your workflow a bit. You have probably already found some of the shortcuts available in the menus. In this tutorial, we learn how to set our own custom menu shortcuts.
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Working with Cubes and Rounded Cubes, Part 3

In this third video on cubes, we will convert a cube to both polygon mesh and Bezier surface, and compare the results. We'll discuss why you might chose one or the other for specific modeling or texturing needs, and do some simple polygon mesh modeling. We also do a quick replication of Chris Tyler's milk carton model if you would like a quick review of that process.
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Working with Cubes and Rounded Cubes, Part 2

In this second video on cubes, we look at the Rounded Cube Primitive and its settings. We will set the corner radius after the cube is created, preset corner radius before the cube is created, set the complexity of the primitive, and explore some of the implications of setting complexity and using the "Absolute" checkbox. We'll also talk about the one-sided attribute, and when it should be used.
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Working with Cubes and Rounded Cubes, Part 1

This is a series of three short videos demonstrating some of the things you can do with cubes and rounded cubes. Conceptually, these shapes are very simple, but really understanding these primitives and their basic manipulation will help you greatly in your basic modeling projects, and more advanced projects as well.
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Modeling a Triangular Tube with Complex Tapered Angles – Part 6

Our model as we have created it so far is likely finished enough for many circumstances. Sometimes the model wll be rendered in close-up, and the rendering will benefit from a few more details. Here we take a look at a few possible finishing touches. Tools and key concepts: Bevel edges to simulate fillet Add edges to create more definition
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Modeling a Triangular Tube with Complex Tapered Angles – Part 5

. In this part, we will place dividing edges along the existing geometry to extract faces that will ultimately become perfectly positioned rivets. With this part, we are moving out of beginner territory into a more intermediate level of difficulty, but if you have followed along so far, you should be able to follow these steps as well. Tools and key concepts: Select Through Bevel Slide (CX) only or an SE workaround Copy and paste existing faces to create new object Thickness (CX only) or a thickness workaround for SE Using subdivision to change square things into round things Editing a square thing so that it becomes a round thing
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