Modeling part of a sports watch

This tutorial shows how to model the serrated, cut out edges of a sports watch. It also shows how to model an inset screw component.

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Comments

  1. Marky1

    Great tutorial,

    I love your use of hard edges, which I never use enough but I will for now on.

    Thanks Chris,

    Mark

  2. Marky1

    Hi Chris,

    I’m a little confused as to why the Z axis has to go thru the middle rather than the Y axis for proper UV mapping? As discussed in part 7, around the 5:00 minute mark.

    Thanks,

    Mark

  3. Chris Tyler

    It’s not strictly necessary to adjust the Z axis orientation as I did in the video. It just helps the process. The reason is that, initially, projection mapping types orient themselves to the object’s Z axis. But that may not be the ‘right’ orientation that you want to created projected UV’s from. If that’s the case, then you can change the texture’s orientation to whatever it needs to be to project UV’s for a given object.

    The other way is to realign the geometry inside it’s object ‘container’ so it more closely matches the local Z axis. This makes it easy to apply a texture that right off the bad maps to the object in the way you want.

  4. Angus Hume

    The audio on part 3 is breaking up around 4min 40sec. Not the first video I’ve noticed this on. Starts with a bit of buzzy static which increases the the point where you cannot understand the words.

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