Project Component: Part 4–UV mapping the edge of wood chair back

This UV mapping tutorial shows how to use the cylindrical map projection method to create UVs. It also shows how to make necessarily adjustments to these UVs in the UV editor. A demonstration of custom grids and subsets are also shown.
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COMPACT DIGITAL CAMERA, Texture II

This is the second part of the texturing of the camera. This set of tutorials focuses on the lens group of objects. The use of anisotropy, layer stacking of overlay secondary materials, the position maps dialog, and the use of custom fresnel values are explored and demonstrated.
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COMPACT DIGITAL CAMERA: Texturing, I

This is the first part of a 2 part texturing lesson for the camera. This first part walks through the creation of the body plastic, the rim metal, and the flash components. Tools used include the BurnUV function, the materials dialog, reflectivity, balancing the diffuse and reflectivity channels, bump and a basic discussion of the Fresnel curve.
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COMPACT DIGITAL CAMERA: Preparing the camera for rendering, II

This tutorial shows how to correctly set up several pieces of the camera lens assembly in order to render anisotropic reflections. It demonstrates a possible (and common) problem and several techniques for solving it. The use of cylindrical mapping and a unique use of the lathe tool are explored for generating UV's (using BurnUV).
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COMPACT CAMERA: Preparing the camera for rendering, I

This tutorial shows how to adjust and refine a model in preparation for rendering. This includes the use of hard edges, proper placement of bounding edge (control edges), and manually adjusting the resolution of a sub-section of the mesh using the Subdivide command.
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