Using the Inverse Square light falloff law

This tutorial shows how to use two lighting panels to light the scene, and using the inverse square light falloff law to control light and dark regions of this studio-photography like setting. It explains how to use their placement to control how light is cast into the scene.
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Converting a simple file from 8.0 to 8.1, AA, Shadow and Blurry Reflections threshold values

This tutorial shows how to adjust 3 parameters when moving a file from version 8.0 to 8.1. These are the anti-aliasing threshold (Block Volume Subdivision Limit), Adaptive Surface Sampling, and Adaptive Shadow Sampling. The way version 8.1 uses these values has shifted and this tutorial shows how to adjust them when opening an 8.0 file in 8.1.
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Modeling a paper clip, shorter version

This is the shorter version of a tutorial which shows how to model a paper clip in order to help demonstrate various modeling approaches and tool usages. There are often multiple ways to model something and this tutorial gives one approach which helps to demonstrate good modeling practices. It is generally geared to people new to modeling in 3D.
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Adaptive Shadow Sampling in version 8.1

This tutorial shows differences in how version 8.1 handles shadow regions for both global illumination and shadows from point light sources as determined by the Adaptive Shadow Sampling parameter. Improvements to this area help to create cleaner looking images in shadow regions. It explains value ranges useful for Adaptive Shadow Sampling.
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Dreidel toy: Texturing, part 2

This tutorial finishes the texturing of the dreidel spin toy. It specifically applies the coloration and design elements. The process of using only selected materials is described, in addition to the use of material transfer modes. Several texturing techniques for creating a roughened up texture map is explored in Photoshop.
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UV mapping a seat cushion, Part 2

This is the second part of the seat cushion UV mapping tutorial. This specifically walks through the process of unwrapping the cushion object, first starting with the original, basic subdivision surface object. It then shows two further unwrapping approaches uses a pre-subdivided base mesh to help demonstrate how to avoid or to minimize certain UV artifacts that can show up.
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