In part 2, we take the nut component from the 1st tutorial and use custom grids and a shape/instance combination to place them in multiple locations on the gym handle object.
In this tutorial we model a bolt component of a piece of gym equipment.
In part 10, we set up the initial rendering for the packaging. This is designed to be easy and not need a lot of technical understanding for 3D.
In this tutorial I show how to deal with the Enable Radiant Illumination and Raydiosity Bounces functions in the renderer. This covers how light bounces around on diffuse surfaces and is especially useful in understanding how to light interior scenes.
In this tutorial, I show how to apply a rounded corner on a path extrude object by turning it into a polygon mesh object that drives a subdivision surface. We also UV map the object so a texture can be properly applied.
In part 9 of the die-line conversion tutorial, we organize the scene into a logical hierarchy of data using shapes, instances and groups and arrange the scene for final rendering. We also add some pens to help illustrate how shapes and instances work.