In this tutorial I show how to deal with the Enable Radiant Illumination and Raydiosity Bounces functions in the renderer. This covers how light bounces around on diffuse surfaces and is especially useful in understanding how to light interior scenes.
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 8 of the die-line conversion tutorial, which is the final part for modeling and UV mapping, we apply thickness to the geometry and separate the inner and outer thickness components from the edge part.
In part 7, we finally UV map and fold the geometry. We also apply some deformations to give it a more realistic appearance.
In part 6, we import the prepared Adobe Illustrator die-line art for modeling in Design 3D and full ‘dice’ up the regions into quads and triangles in preparation for UV mapping and folding.