In part 2, we take the nut component from the 1st tutorial and use custom grids and a shape/instance combination to place them in multiple locations on the gym handle object.
In this tutorial we model a bolt component of a piece of gym equipment.
In this tutorial, I show how to apply a rounded corner on a path extrude object by turning it into a polygon mesh object that drives a subdivision surface. We also UV map the object so a texture can be properly applied.
In part 9 of the die-line conversion tutorial, we organize the scene into a logical hierarchy of data using shapes, instances and groups and arrange the scene for final rendering. We also add some pens to help illustrate how shapes and instances work.
In part 4 of the die-line tutorial series, we look at giving the 3D object thickness. This includes looking at the concept of subdivision surfaces and the concept of hard edges and hard vertices as they apply to our model.
In part 3, we walk through the UV mapping process which allows the packaging artwork to map onto the 3D model create from the die-line profiles.