Cell Phone: Part 7 (bottom mesh adjustment)

This advanced modeling tutorial walks through the process of enhancing the resolution of the ‘cage’ geometry for the subdivision surface object making up the bottom of the phone. The bottom body component is already provided for this tutorial, we’re just going to modify it. This is in preparation for the tutorial which adds the camera element to the back side. NOTE: A change was made to the start file after the recording was made. The top mesh doesn’t visually match exactly what is shown in the tutorial, but it’s not central to this tutorial and will be hidden from view
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Bottle Label Component 3: creating the actual label

This tutorial shows how to create a bottle label with a front facing and back facing label which can be seen through glass. This tutorial shows how to correctly set up a UV map to accomplish this.
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Metallic lettering, Part 1 (anisotropy and UV map setup)

This UV mapping tutorial is the first part in a series dealing with metallic lettering. Part 1 deals with the material effect called anisotropy and how to set up the geometry’s UV’s to properly render the anisotropy. As part of the UV mapping process we discuss two conditions to watch for to produce effective unwraps (UV scale and seam position).
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Using Ngons and direct polygon meshes for rendering

This modeling tutorial shows how to model the faceplate of an electronic device without using subdivision surfaces. Instead direct polygon modeling, starting with Illustrator bezier curve data, is used to create high resolution polygon meshes. It focuses on using complex ngons.
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