by Christopher Tyler | Feb 13, 2020
Part 2 of the shampoo bottle project models the cap. It shows how to model in a way that uses polygon and edge loops to get predictable subdivision. Part 1 modeling the body Part 2, modeling the cap Part 3, modeling the body with an alternate approach using the Hull...
by Christopher Tyler | Feb 3, 2020
In part 2, we look at an alternative method for creating the L-shaped geometry from part 1, without the use of boolean function. This method starts with bezier regions created in Adobe Illustrator and results in geometry that is easy to UV map. Part 1 is here Part 2...
by Christopher Tyler | Jan 22, 2020
In part two, we look at a component of the large and complex scene that needs to be optimized. We replace duplicated objects with instances and look at specific conditions to watch out for. Part 1 is here (Replace/Exchange Selected). Part 2 is here (Replace/Exchange...
by Christopher Tyler | Sep 25, 2019
In this part, we model a typical 6-sided bolt/nut that’s part of the gym equipment. Go here for part 1. Go here for part 2. Go here for part 4.
by Christopher Tyler | Sep 5, 2019
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.