This rendering and texturing tutorial discusses the use of ‘rich white’ (akin to rich black used for printing blacks using all 4 cmyk components) to help prevent areas of label art from blowing out. This technique also allows for reflections to overlay the white areas. Additionally, the concept of gamma and how Design 3D handles this relative to imported art is discussed.
In this tutorial we take a look at the geometry conversion pathway, taking UV mapping into account. The need to work with an object’s UV data is a deciding factor for why you may need to change a bezier-based object into a polygon one.
In this UV mapping tutorial I discuss subdivided UVs. I show how to take the edge of a subdivision surface object into account when generating a bitmap that needs to closely match the subdivided object edge.
This tutorial creates a thin label that applies to the outside of a liquid bottle. It shows how to generate the label geometry using the bottle component as a starting point. It then walks through the process of using a boolean operation to ‘slice’ the label into the correct shape.
This tutorial shows how to use Photoshop to create seamless textures from an existing bitmap for use in Design3D.
This tutorial shows how to not only create a label with metallic components, but to understand what makes the metallic parts metallic. It discusses reflections on metallic surfaces vs reflections on glossy diffuse surfaces.