Adaptive Shadow Sampling in version 8.1

This tutorial shows differences in how version 8.1 handles shadow regions for both global illumination and shadows from point light sources as determined by the Adaptive Shadow Sampling parameter. Improvements to this area help to create cleaner looking images in shadow regions. It explains value ranges useful for Adaptive Shadow Sampling.
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Dreidel toy: Texturing, part 2

This tutorial finishes the texturing of the dreidel spin toy. It specifically applies the coloration and design elements. The process of using only selected materials is described, in addition to the use of material transfer modes. Several texturing techniques for creating a roughened up texture map is explored in Photoshop.
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UV mapping a seat cushion, Part 2

This is the second part of the seat cushion UV mapping tutorial. This specifically walks through the process of unwrapping the cushion object, first starting with the original, basic subdivision surface object. It then shows two further unwrapping approaches uses a pre-subdivided base mesh to help demonstrate how to avoid or to minimize certain UV artifacts that can show up.
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Dreidel toy: UV mapping

This tutorial UV maps the dreidel toy model. It uses the Conform to Mesh Burn UV function to do this, but a second approach is also demonstrated which shows how to generate initial UV coordinate from planar mapping in order to control the size of the UV islands.
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UV Maps and Physical Size, Part 2

This tutorial shows how to create a UV map that conforms to the size of existing Illustrator art whose physical size needs to be maintained. UV space is an abstractly measured system, and this tutorial shows how to create UV template which relates to the physical size of Adobe Illustrator or Photoshop artwork.
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Specularity on Metals, primary and secondary smoothness

This texturing tutorial shows how to use the Primary Mix Ratio to use two specular components on metallic surfaces. This allows materials with no diffuse component to interact with direct light sources.
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