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Autodesk 3ds Max is only available for Windows; due to a lack of ease-of-access to said operating system, I opted to use an alternative production pipeline in which I utilised Autodesk Maya and Blender instead of Autodesk 3ds Max, and created textures in Adobe Photoshop. The models were created in Autodesk Maya by incorporating a mixture of hard-surface and soft-surface modelling techniques, including—for example—the use of curves to loft NURBS (Non-Uniform Rational B-Splines) surfaces and converting them into polygons. One technique is manually editing the polygons with bridges (i.e., connecting two-or-more edges), bevels, cuts, extrusions, and stitches. Another technique is using deformers to organically shape the geometry. Once modelled, simple UV unwrapping was achieved by adjusting the settings of cylindrical and planar UV projections. Once unwrapped, said UV maps were exported and imported into Photoshop. The textures were created with a blend of hand-edited public-domain images and officially branded logos. See the screenshots below for further details.

Screenshots

Photoshop: References
Photoshop: References
Creating the reference images

Adobe Photoshop was used to create front, side, and top references images for the bottle and can; corresponding to viewports in the 3D modelling suite.

Maya: References
Maya: References
Setting up the reference images

In Autodesk Maya, the front, side, and top references images were used in a 3-plane setup, corresponding to viewports, as shown.

Maya: Smooth Polygon Mesh
Maya: Smooth Polygon Mesh
Converting from low-poly to high-poly

For the bottle, a low-poly cylinder formed the basic shape by aligning with the reference images, and was subdivided to create the high-poly model.

Maya: Curves, Surfaces, and Polygons
Maya: Curves, Surfaces, and Polygons
Converting from curves/surfaces to polygons

For the can, curves were used to loft surfaces, of which were converted to polygons, and manually bridged, bevelled, cut, extruded, and stitched.

Maya: UV Unwrapping
Maya: UV Unwrapping
Unwrapping the UV map

To unwrap the UV maps, cylindrical and planar UV projections were used by setting the horizontal sweep, image centre, and image scale.

Photoshop: Textures
Photoshop: Textures
Creating the textures

The unwrapped UV maps were exported from Autodesk Maya and imported into Adobe Photoshop, used to create the textures for the bottles and cans.

The UV set of the can.
Maya: UV Adjustments
Adjusting the UV maps

Once textured, the UV maps were adjusted to fix any alignment and/or bleeding issues, usually by slightly scaling the UVs to fit just within areas.

Maya: Textures
Maya: Textures
Applying the textures to materials

The textures were applied to Blinn-typed materials for each of the bottle and can models, setting the properties for specular highlights.

Blender: Cameras and Lights
Blender: Cameras and Lights
Converting from FBX to x3dom

Since Autodesk Maya does not support the x3dom, Blender was used to rig the cameras and lights, and subsequently export to the .x3dom file format.

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