Maximizing UV space from cylindrical mapped textures (CX)

This tutorial shows several methods for maximizing the use of the UV space. It focuses on UV coordinates generated from a cylindrical projection map. It also focuses on how to create and maintain undistorted texture application.
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Whisk: Part 6 (texturing and rendering) (SE/CX)

This beginner/intermediate tutorial shows how to texture and render the whisk. It shows how to use luminous geometry, a spot light and how to use the Fresnel interpolator. The tutorial is done in Design 3D SE7, but can also be followed in CX.
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Cell Phone: Part 14 (texturing 3)

This texturing component, which is geared towards beginners, shows how to take data from a Photoshop file and move it over to Design 3D, creating several materials which are stacked. It specifically looks at the Stencil channel. This is in preparation for the tutorial which shows how to create key overlays for the actual phone rendering.
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Considering bitmap resolution when exporting to Collada

This texturing tutorial shows an approach to maximizing bitmap resolution for objects that are going to be exported to Collada format (for use in something like Apple's iBook Author). This tutorial specifically shows how to work with an imposed bitmap resolution limit of 1024x1024 pixels.
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