In part 3, we take a look at the use of the Hull function for use a second approach to modeling the body, using Adobe Illustrator as a starting point for the definition of the shape.
This is part one of a modeling tutorial series on a shampoo type product bottle that specifically focuses on nuanced control over the shape of the bottle.
Part 3 goes through the UV mapping process for this L-shaped geometry. It also shows how to use the subset functions to assign the bitmap only to the top facing polygons.
In this tutorial, we take a look at geometry created by a boolean operation which wouldn’t UV map well. We look at how to recreate this geometry so it can be UV mapped properly.
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.
In this part, we model a metal component that allows the gym handle to connect to other equipment, a metallic loop object.