This tutorial shows how create a concave surface on a product bottle. It specifically takes an existing user file and revises it so subdivision surfaces and boolean subtraction can be used to effectively create the surface. Videos 1, 2, and 3 are about revising the bottle geometry to create predictable results. These show how to adjust the resolution, position and accuracy of the source geometry. Video 4 covers revision to the oval object used as the boolean subtraction source and begins the subtraction process. If you want to skip right to the modeling phase of the concave region, start with
In this tutorial I show how changes in 8.2.1 make for a much better experience when working with bezier data brought in from Adobe Illustrator which has compound paths. The updated handling of this data makes for easier modeling and can help improve render performance (polygons render faster than bezier structures generally). In general it’s better to use the Thickness function when giving imported bezier profiles thickness instead of the bezier extrude tool when render performance is important. This is because polygon data is faster to render than complex bezier regions and this tutorial demonstrates this.
In this UV mapping tutorial I discuss subdivided UVs. I show how to take the edge of a subdivision surface object into account when generating a bitmap that needs to closely match the subdivided object edge.
This tutorial creates a thin label that applies to the outside of a liquid bottle. It shows how to generate the label geometry using the bottle component as a starting point. It then walks through the process of using a boolean operation to ‘slice’ the label into the correct shape.
This tutorial walks through the process of modeling a gear with curved blades and chamfered edge.
This tutorial shows how to model a coffee carafe/pitcher object. Part 4 shows how to use the Bones Tool to reshape the handle for a possible secondary design.