This project walks through various aspects of a compact digital camera with respect to geometry and material creation.
Preparing a camera geometry for rendering
Preparing the camera for rendering, I.
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This tutorial shows how to adjust and refine a model in preparation for rendering. This includes the use of hard edges, proper placement of bounding edge (control edges), and manually adjusting the resolution of a sub-section of the mesh using the Subdivide command.
Preparing the camera for rendering, II.
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This tutorial shows how to correctly set up several pieces of the camera lens assembly in order to render anisotropic reflections. It demonstrates a possible (and common) problem and several techniques for solving it. The use of cylindrical mapping and a unique use of the lathe tool are explored for generating UV’s (using BurnUV).
Texturing
Texturing the camera.
Part 1
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Part 2
These are texturing lessons for the compact digital 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.
The second part of the texturing of the compact digital 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.