Available now! - "CAD for Modelers, Volume Two"

Click here for a preview movie. (4.3MB)

"CAD for Modelers, Volume Two" is available now, for $30 US, plus $5 shipping and handling.
(Delivered in computer DVD format, due to the volume of material)

"CAD for Modelers, Volume Two" covers more ground, and goes into much more modeling technique than Volume One, since it's not oriented specifically toward RC aircraft. This DVD is for the serious 3D/CAD modeler who is concerned with details, whether it's to create a scale model, or something more whimsical. Those of you who purchased "CAD for Modelers, Volume One" will appreciate that many of those same models have been greatly improved, with the methods being shown and described in detail. Here are some highlights, along with some image previews. (at the bottom of the page)

  • An extensive "Checklist" section, passing on a huge variety of tips and shortcuts, which will save you some time and headaches. Topics include creating various "libraries" of parts, scene settings, (so you can splice short clips into longer animations) "shaders", camera and lighting movements, etc.. Special attention is given to tips for the individual and small-team artists, who don't have access to huge "rendering farms" and super-fast computers. For example...When do you have to build "real" geometry for moving parts, versus doing things that are easy in 3D, but impossible in the real world? (because objects can pass through each other) And...Using various rendering methods and schemes for different goals.
  • Geometry:
    Basically... "How to build your model" - This is the largest section, as it covers virtually all kinds of spline and polygonal model problems. For example: How to build analyze a subject beforehand, to determine the best way to model it, How to create a 3D model when all you have is 2D data. (no cross-sections) How to insure that your geometry is "solid", creating IK (Inverse Kinematic) links or "skeletons" for animating moveable parts, Converting models from one format to another, Adding realism and detail to your model's geometry, etc..
  • Shaders:
    (The "paint" on your model) - "A good texture map is worth 1000 polygons." From single colors to (2D) parametric texture maps, to procedural "shaders", including the use of layering. "Weathering" tips to make your models look real. Includes the use of "normal' images, including photos, as well as grayscale maps for special "bump", "transparency", and other special needs. Using movies as shaders.
  • An extensive look at the use of transparency, in both PNG images with Alpha Masks, and in GIF images. You may be surprised at the versatility of these in 3D modeling. Create "window" effects, graphic overlays, and even simulate removable parts and "cutaway" geometry in your models, in both still images and animation. These tips alone can save you a huge amount of modeling time.
  • Null Objects:
    When you have a tricky part to animate, such as a control surface on an aircraft, a (invisible) "Null Object" is usually the answer. Various demos and tutorials here include movable doors, control parts, and "controllers" you can use to create "Morph Targets" in facial and other animations.
  • A variety of external and internal lighting solutions are demonstrated, along with tips on economic lighting use, to save rendering time. Included is a discussion of the "glow" channel (or "effect") available in most 3D software. (an alternative to traditional light sources)
  • Tutorials:
    Tutorials demonstrate how to solve a variety of problems. These range from very simple lighting and shader examples, to intermediate examples where you'll build complex-looking models, to an advanced tutorial where we create several complex animated scenes from scratch. In most cases, I show both the "easy way" and the "hard way", so you can choose which is appropriate, depending on your time constraints.
  • Animations:
    There are a variety of animations included, ranging from simple 1 to 2-second "loops", to longer animations showing the end result of each tutorial. Topics here include frame-rate considerations with moving parts, various camera and lighting special effects, efficient use of rendering cameras, etc..
  • And more... See below.

Some of the modeling tutorials in "CAD for Modelers", Volume Two


Doors, windows, and more interior details

Texture mapping and procedural shaders

Movable controls surfaces, doors, landing gear, etc.

Variations on wingless vehicles

Personal spacecraft

Futuristic, but practical too

MUCH more info on modeling scale interiors

Interior and exterior lighting for your models


3D (DXF format) models included on the DVD, for your own use:

For those of you who haven't purchased "CAD for Modelers, Volume One", I've included the entire "Space Tutorial" from that CD, as well as all of the models. These include a "Shuttle", "Cruiser", and "Carrier", along with crew and furnishings, and (when possible) all the texture maps.

The "J-50" (original design jet fighter) cockpit, used in one of the tutorials on the DVD. It has actual geometry for the cockpit tub, seat, pilot, and some controls, and uses a transparent polygon with a texture map, (.PNG image with alpha mask) for the instrument panel and HUD.

My simple model of Boeing's "X-32", previous contender for the Joint Strike Fighter program. This model is normally sold in my 3D Catalog, but made available here, as an example of using simple primitives to create complex-looking shapes.

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