In this tutorial we take a look at the geometry conversion pathway, taking UV mapping into account. The need to work with an object’s UV data is a deciding factor for why you may need to change a bezier-based object into a polygon one.
In this tutorial dealing with spline data, we consider saving Adobe Illustrator profiles in the older EPS format instead of AI/PDF. We also look at some visual indications in spline data that will lead you to know when to use EPS.
In this tutorial dealing with spline/bezier data and polygon data types in Design 3D, we look at how they impact render performance. We also look at the benefits of each type of data with regard to rendering.
In this tutorial we take a look at the geometry conversion pathway, specifically dealing with the creation of skin bezier objects that are then converted to spline and eventually to polygon mesh. It also shows how to specifically prepare bezier art in Adobe Illustrator to get the most predictable skinning result.
In this tutorial I show how to use the Convert function to change a Skin and Extrude object into bezier surfaces and why that can be advantageous.
This tutorial shows the pathways through which Design 3D can convert data from one format to another. It shows how primitives can become bezier structures which in turn can become polygon meshes. These polygon meshes can then drive a subdivision surface object.