BASIC/BEGINNER
Projection Textures and the Local Z Axis (SE/CX)
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This 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.
Specularity for beginners
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This lighting/texturing tutorial for beginners discusses the nature of specularity. While it’s geared towards beginners a few more advanced tidbits of information are thrown in to help illustrate the nature of the specular highlight.
Direct and Indirect light, for beginners
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This tutorial is designed for those new to Design 3D who want to know the difference between direct and indirect diffuse illumination. It also shows how to control parameters which influence these lighting types in Render dialog. It specifically looks at the Lighting, Shadow and Detail panels, covering Raydiosity Bounces, Cache Hits, Adaptive Shadow Sampling, and Anti-Aliasing parameters as they relate to direct and indirect illumination.
The basics of setting up a reflective material
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This is a series of tutorials that walks through the process of creating a reflective material. It looks at the fresnel interpolator, incidence angle and smoothness.
Paper Desk Calendar
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This materials tutorial for beginners shows how to create a simple material and correctly apply it to both polygon meshes and instances.
BEYOND THE BASICS
3D Lettering
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Texturing and Rendering 3D Metal Letters. This tutorial models a simple letter form using the spline extrude tool, with emphasis on controlling the bevel function. It then adjusts the UV map and applies a metal shader to it. The tutorial finally walks through the creation of an environment to render the letter in. This tutorial also shows how to use Instance Properties.
9 Volt Battery
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Using Photoshop and Illustrator to setup the battery textures. This tutorial shows how to use Illustrator and Photoshop to setup and prepare artwork used in the Diffuse Color and Stencil channels for the battery object.
A Little Lesson on Fresnel
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A little lesson on Fresnel. This tutorial discusses the Fresnel effect and how it relates to material creation.
Additive Nature of Reflections
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The Nature of Grids. This tutorial demonstrates how material layers are composited together by using rendering to layers. This helps to demonstrate the importance of balancing energy between the reflection and diffuse layers.
Affecting edge smoothness with the fresnel interpolator
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This texturing tutorial shows how to alter the smoothness of a surface using the Fresnel interpolator to simulator a real world material property.
Anisotropic Metal
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Using a UV map to control anisotropy. This tutorial shows how to use a UV map to control anisotropic strand direction.
Art Deco Chair
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Using subsets to texture individual instances. This materials tutorial shows how to use the subsets feature to apply specific materials several instances of a single shape. This helps to create a more complex scene while keeping a simple shape/instance setup.
Bar Stool
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This tutorial textures and renders a modern bar stool type object. This includes setting up the environment, the materials of the bar stool (metals, anisotropy, glossy wood texture) and setting up glow panels for use in lighting. This is a follow up tutorial to the modeling of the bar stool.
Bottle Label Component 1: Polygon mesh sidedness and texturing
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This tutorial explains polygon sidedness and how it relates to placing independent textures on either side of a polygon or polygon mesh.
Bottle Label Texturing
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Bottle Label Component 2: cylindrical UV creation and bitmap application. This tutorial shows how to create undistorted UVs for a cylindrical type object. This tutorial lays some groundwork for applying a double sided label to a cylindrical glass type object.
Cell Phone
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Texturing part 1. This texturing component walks through the material setup for the outer shell. It’s a car-paint type material using a glossy lower layer with metallic properties and an upper ‘coating’ type material.
Texturing part 2. This texturing component walks through the material setup for the main front buttons. It describes how to setup and configure the material using the index of refraction and also Smoothness function.
Texturing part 3. This texturing component, which is geared towards beginners, shows how to take data from a Photoshop file and move it over to Design 3D, creating several materials which are stacked. It specifically looks at the Stencil channel. This is in preparation for the tutorial which shows how to create key overlays for the actual phone rendering.
Texturing part 5. This texturing component shows how to set up and apply the materials which make up the keyboard lettering and symbols.
Creating a broiler panel metal material
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This materials tutorial shows how to create a metal type of material for a broiler pan. It shows how to stack materials in a manner similar to Photoshop layering to create an organic surface appearance.
Creating a Coating Effect
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This tutorial shows how to create a coating effect for a material designed to look like car paint.
Creating a faded dark background and adjusting reflected surfaces
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This rendering and materials tutorial shows how to create a faded to dark backdrop from a studio lighting type setup, frequently used for product photography. It also discusses how to adjust fresnel based reflections on an object which reacts to this dark background in order to achieve a nuanced wood surface.
Conical to View Dependent Reflections
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Going from Conical (6.2) to View Dependent (7) Blurry Reflections. This tutorial discusses going from 6.2 blurry reflections to the new View Dependent blurry reflection code, specifically looking at the remapped Smoothness range.
Digital Alarm Clock (Using Fresnel Reflections)
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The Importance of the Fresnel Interpolator. This tutorial examines the fresnel interpolator and its important in setting up a good reflective material.
Digital Watch
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This tutorial textures and renders a digital watch. This includes setting up basic and anisotropic metals. The use of subsets are also shown and discussed.
Fast and Simple Material Creation
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For those coming from version 6.0 to version 7.0. This tutorial shows to use the faster, simpler material creation process in Design3D 7.0.
Glass & Liquid
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This tutorial walks through the correct geometric setup for creating an object which appears to contain liquid.
Glue Gun
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This texturing tutorial demonstrates the thought process and approach to setting up various types of materials using the glue gun scene as an example file. It shows how to categorize materials based on certain general properties. This is useful in figuring out how to configure parameters in the materials dialog.
Dice Texturing and Rendering
Part 1
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Part 2
This texturing and lighting tutorial shows how to set up the red material used on the dice. It walks through the use of the Lightdome, the use of an HDRI image, several lighting render controls (angular deviation, raydiosity amplifier) and the use of the Fresnel interpolator.
Gold Alarm Clock
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Texturing and Rendering the Alarm Clock. This tutorial walks through the scene setup, material creation and rendering of the alarm clock.
Gum Pack
Part 1
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Part 2
Texturing a gum pack, Part I: The Metal. This texturing and rendering tutorial walks through the process of texturing a gum pack. It emphasizes the use of a tin type metal foil using normal maps to provide texture. Part of this tutorial also shows how to adjust the Lightdome for use in the rendering process.
Texturing a gum pack, Part II: The Plastic. This texturing and rendering tutorial walks through the process of texturing a gum pack. This second part focuses on the clear gum material and clear plastic covering.
Magic Wands & Subsets
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For those coming from version 6.0 to version 7.0 This tutorial shows how to use the Magic Wand tool to create a checkerboard pattern in conjunction with the material subset functionality.
Nizo 800 Camera
Part 1
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Part 2
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Part 1. Rough Metal. This materials tutorial shows how to set up the rough metal texture for the body of an old film camera.
Part 2: Handle Plastic. This materials tutorial shows how to generate a rough, dark grey plastic as part of the materials for an old film camera. It specifically shows how to setup the material using the fresnel interpolator, then how to customize the fresnel values to constrain the fresnel effect based on surface roughness.
Compact Digital Camera
Part 1
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Part 2
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Texture I. This is the first part of a 2 part texturing lesson for the camera. This first part walks through the creation of the body plastic, the rim metal, and the flash components. Tools used include the BurnUV function, the materials dialog, reflectivity, balancing the diffuse and reflectivity channels, bump and a basic discussion of the Fresnel curve.
Texture II. This is the second part of the texturing of the camera. This set of tutorials focuses on the lens group of objects. The use of anisotropy, layer stacking of overlay secondary materials, the position maps dialog, and the use of custom fresnel values are explored and demonstrated.
Polygon Mesh Sidedness and texturing & Subsets
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This tutorial explains polygon sidedness and how it relates to placing independent textures on either side of a polygon or polygon mesh.
Range of Blurriness in 7 & Subsets
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For those coming from version 6.0 to version 7.0 This tutorial shows how to configure the Smoothness channel to achieve various degrees of blurry reflections. It also discusses the difference between the range of blurriness distribution compared to the same function in version 6.2.
Stencil Edge
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Using incidence angle to control the stencil channel. This texturing tutorial shows how to use the stencil channel to change the appearance of a surface as the curvature changes (using an interpolator like Fresnel or Cosine). This has important implications for materials like metals.
Texture Creation in version 7 vs version 6
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This tutorial demonstrates the advantages of creating materials in Design3D 7.0 vs the 6.2 methodology.
Texturing a glossy lamp post
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This tutorial shows walks through the material setup process for a lamp post object. It includes the use of anisotropy, linked image maps, a coating effect and the use of HDRI lighting.
Trade Show Presentation: Part I
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This tutorial walks through some initial scene setup for a trade show presentation area, in addition to the setup for a repeating wood floor pattern.
Using Material Subsets
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This tutorial walks through the use of material subsets in a scene. It specifically shows how to use them in conjunction with shapes and instances.
Whisk
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Creating textures/materials for the whisk. This 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.
Working with decal mapping
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This short tutorial shows how to use decal mapping and how to solve a possible mapping problem when it’s set to single-repeat mode.
