Creating better glass using reflection recursions and Surface Shading Threshold

This rendering and material tutorial shows how to get more detailed glass by working with two render parameters: Reflection Bounces and Surface Shading Threshold. It discusses the concept of incidence 0 and incidence 90 and how that relates to this threshold function, in turn affecting glass type materials.
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Preparing models for STL output

This tutorial shows how to prepare 3D geometry for STL output, specifically when the artwork starts as bezier data from an application like Adobe Illustrator, and contains counter spaces. It shows how to avoid problematic geometry configurations and discusses how to ensure your geometry is closed using the Select Non-Manifold function.
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Modeling a piece of paper with downturned corner

This modeling tutorial shows how to use guides to ‘bend’ the corner of a piece of 'paper' or page type of object. It also covers the use of subsets and some basic UV mapping as it relates to the use of the Thickness function. It also shows how to use the Select Perimeter function to help set hard edges for subdivision surface control.
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UV mapping a tooth brush container case

This UV mapping tutorial shows how to UV map a tooth brush clear plastic case in order to apply the label on the outside only. It uses shows how to use polygon subsets to prepare the geometry for UV manipulation and uwrapping based on planar projected UVs.
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3 methods to control texture placement on double sided geometry.

This texturing and UV mapping tutorial shows how to control where a texture is placed when there are multiple areas of thickness (e.g., a glass bottle). It explores the use of Decal mapping, Planar Mapping, and UV manipulation.
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Tips on using the Boolean tools, Select Non-Manifold

This follows the tutorial explaining how to use the bezier path extrude tool to create polygon geometry and blend between polygon elements (here). It extends this material by showing a more complex situation in an architectural setting.
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