how to draw a 3d cylinder in illustrator
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3D tools are contained of the Perspective Grid tools and 3D objects are treated like any other object in perspective.
Create 3D objects
3D furnishings enable yous to create iii-dimensional (3D) objects from two-dimensional (2D) artwork. You tin command the advent of 3D objects with lighting, shading, rotation, and other properties. Yous can also map artwork onto each surface of a 3D object.
There are two ways to create a 3D object: by extruding or revolving. In addition, yous can also rotate a 2nd or 3D object in three dimensions. To utilise or change 3D effects for an existing 3D object, select the object and then double-click the effect in the Appearance console.
3D objects may brandish anti-aliasing artifacts on screen, but these artifacts won't print or appear in artwork optimized for the web.
For a video about working with 3D objects in Illustrator, see Moving into the world of 3D.
Create a 3D object by extruding
Extruding extends a 2d object forth the object's z centrality to add depth to the object. For case, if you extrude a 2nd ellipse, it becomes a cylinder.
The object's axis ever lies perpendicular to the object's front surface and moves relative to the object if the object is rotated in the 3D Options dialog box.
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Click Upshot > 3D(Classic) > Extrude & Bevel (Classic).
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Click More Options to view the complete list of options, or Fewer Options to hide the extra options.
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Select Preview to preview the effect in the document window.
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Position
Sets how the object is rotated and the perspective from which y'all view it. (See Set 3D rotation position options.)
Extrude & Bevel
Determines the object's depth and the extent of any bevel added to or cut from it. (Run into Extrude & Bevel options.)
Surface
Creates a wide diverseness of surfaces, from slow and unshaded matte surfaces to glossy and highlighted surfaces that look similar plastic. (See Surface shading options.)
Lighting
Adds one or more lights, varies the light intensity, changes the object's shading color, and moves lights around the object, for dramatic furnishings. (See Lighting options.)
Map
Maps artwork onto the surfaces of a 3D object. (See Map artwork to a 3D object.)
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Create a 3D object by revolving
Revolving sweeps a path or contour in a circular direction effectually the global y axis (circumduct axis) to create a 3D object. Because the revolve axis is vertically fixed, the open or closed path that you revolve typically needs to depict half of the desired 3D object'southward contour in a vertical and forepart-facing position; you can and so rotate the 3D object's position in the effect's dialog box.
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Applying the 3D Revolve result to 1 or more objects simultaneously revolves each object around its own centrality. Each object resides in its own 3D space and can't intersect other 3D objects. Applying the Revolve effect to a targeted grouping or layer, on the other paw, revolves the objects around a single axis.
Revolving a filled path with no stroke is much faster than revolving a stroked path.
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Click Upshot > 3D(Archetype) > Revolve (Classic).
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Select Preview to preview the effect in the document window.
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Click More than Options to view the complete listing of options, or Fewer Options to hide the extra options.
Position
Sets how the object is rotated and the perspective from which y'all view it. (Come across Set 3D rotation position options.)
Circumduct
Determines how to sweep the path around the object to plow it into three dimensions. (Encounter Revolve options.)
Surface
Creates a wide variety of surfaces, from dull and unshaded matte surfaces to sleeky and highlighted surfaces that look like plastic. (Encounter Surface shading options.)
Lighting
Adds 1 or more lights, varies the lite intensity, changes the object'due south shading color, and moves lights around the object, for dramatic effects. (Encounter Lighting options.)
Map
Maps artwork onto the surfaces of a 3D object. (Run across Map artwork to a 3D object.)
Prepare options
Prepare 3D rotation position options
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Select a preset position from the Position bill of fare.
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For unconstrained rotation, drag a track cube face up. The front end of the object is represented by the track cube's blue face, the object's height and bottom faces are light grayness, the sides are medium gray, and the back face is nighttime grey.
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To constrain the rotation forth a global centrality, concur downward Shift while dragging horizontally (global y centrality) or vertically (global ten axis). To rotate the object around the global z centrality, drag in the blue band that surrounds the track cube.
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To constrain the rotation around an object axis, drag an border on the track cube. The pointer changes to a double-sided pointer, and the cube edge changes color to place the axis around which the object will rotate. Red edges represent the object's 10 centrality, green edges represent the object'due south y axis, and blue edges represent the object's z axis.
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Enter values between –180 and 180 in the horizontal (10) axis, vertical (y) axis, and depth (z) centrality text boxes.
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To suit the perspective, enter a value betwixt 0 and 160 in the Perspective text box. A smaller bending is similar to a telephoto camera lens; a larger lens angle is similar to a wide-angle photographic camera lens.
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A lens angle that is higher than 150 may event in objects extending beyond your bespeak of view and appearing distorted. Also, keep in mind that at that place are object x, y, and z axes and global x, y, and z axes. Object axes remain relative to an object's position in its 3D space. Global axes remain fixed relative to the estimator screen; the x axis lies horizontally, the y axis lies vertically, and the z axis lies perpendicular to the figurer screen.
Extrude & Bevel options
Extrude Depth
Sets the depth of the object, using a value between 0 and 2000.
Cap
Specifies whether the object appears solid (Revolve Cap On) or hollow (Circumduct Cap Off).
Bevel
Applies the type of beveled edge you choose forth the depth (z centrality) of the object.
Tiptop
Sets the peak betwixt 1 and 100. Bevel heights that are too large for an object may cause the object to self-intersect and produce unexpected results.
Bevel Extent Out
Adds the bevel to the object's original shape.
Bevel Extent In
Carves the bevel out of the object's original shape.
Revolve options
Bending
Sets the number of degrees to revolve the path, betwixt 0 and 360.
Cap
Specifies whether the object appears solid (Circumduct Cap On) or hollow (Circumduct Cap Off).
Offset
Adds altitude between the revolve centrality and the path, to create a ring-shaped object, for example. Y'all can enter a value betwixt 0 and m.
From
Sets the axis around which the object revolves, either the Left Edge or Correct Border.
Surface shading options
Surface
Lets you cull options for the shading surfaces:
Wireframe
Outlines the contours of the object's geometry and makes each surface transparent.
No Shading
Adds no new surface properties to the object. The 3D object has the same color every bit the original 2d object.
Diffuse Shading
Makes the object reflect calorie-free in a soft, lengthened design.
Plastic Shading
Makes the object reflect light every bit if it were made of a shiny, loftier-gloss fabric.
note: Depending on what choice you choose, dissimilar lighting options are available. If the object merely uses the 3D Rotate effect, the just Surface choices available are Lengthened Shading or No Shading.
Light Intensity
Controls the light intensity between 0% and 100%.
Ambient Lite
Controls the global lighting, which changes the brightness of all the object'southward surfaces uniformly. Enter a value between 0% and 100%.
Highlight Intensity
Controls how much the object reflects low-cal, with values ranging from 0% to 100%. Lower values produce a matte surface, and higher values create a shinier-looking surface.
Highlight Size
Controls the size of the highlight from large (100%) to small (0%).
Blend Steps
Controls how smoothly the shading appears beyond the object's surfaces. Enter a value between 1 and 256. Higher numbers produce smoother shades and more paths than lower numbers.
Depict Hidden Faces
Displays the object'southward subconscious backfaces. The backfaces are visible if the object is transparent, or if the object is expanded and then pulled apart.
Note: If your object has transparency and you want the hidden backfaces to brandish through the transparent front faces, apply the Object > Group command to the object before you apply the 3D effect.
Preserve Spot Color (Extrude & Bevel event, Revolve effect, and Rotate effect)
Lets you preserve spot colors in the object. Spot colors tin't be preserved if you chose Custom for the Shading Color option.
A. WireframeB. No shadingC. Lengthened shadingD. Plastic shading
Lighting options
Light
Defines where the lite is. Drag the light to where you want it on the sphere.
Move Light Dorsum button
Moves the selected calorie-free backside the object.
Motility Light Front button
Moves the selected calorie-free in front of the object.
New Light button
Adds a low-cal. By default, new lights appear in the front end centre of the sphere.
Delete Calorie-free push button
Deletes the selected light.
note: Past default, 3D Effects assigns 1 lite to an object. You lot can add and delete lights, but the object must e'er have at to the lowest degree one light.
Light Intensity
Changes the selected light'south intensity between 0% and 100%.
Shading Colour
Controls the object's shading colour, depending on the command you choose:
None
Adds no colour to the shading.
Custom
Lets you choose a custom color. If you cull this option, click the Shade Colour box to select a color in the Color Picker. Spot colors are changed to process colors.
Blackness Overprint
Avoids procedure colors if you're using a spot colour workflow. The object is shaded by overprinting shades of blackness on acme of the object's fill color. To view the shading, choose View >Overprint Preview.
Preserve Spot Color
Lets you preserve spot colors in the object. Spot colors can't be preserved if you chose Custom for the Shading Colour option.
A. Selected light in frontB. Movement selected light to dorsum or front buttonC. New light pushD. Delete light button
Add a custom bevel path
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Open the Bevels.ai file, which is located in the Adobe Illustrator [version]\Back up Files\Required\Resources\en_US\ folder (Windows) or Adobe Illustrator [version]\Required\Resource\en_US binder ((Mac OS).
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Create a single open path in the Bevels.ai file.
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Choose Window > Symbols, and practise i of the following to make the path a symbol:
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Elevate the path to the Symbols console.
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With the path selected, click the New Symbol push button in the Symbols console or click New Symbol from the panel carte.
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To rename the symbol, double-click the symbol in the Symbols panel, enter a name in the Symbol Options dialog box, and clickOK.
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ClickFile > Salve. If the Save option doesn't piece of work, clickFile > Relieve As to save the file equally a local copy to the figurer. Rename the file and move it back to the original location: Adobe Illustrator [version]\Support Files\Required\Resource\en_US\ folder (Windows) or Adobe Illustrator [version]\Required\Resources\en_US binder ((Mac OS). The existing file in the original destination is replaced.
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Quit Illustrator and relaunch the application.
The Bevel card in the 3D Extrude & Bevel Options dialog box lists the bevel.
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To apply the custom bevel, do ane of the following:
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To utilise the bevel to an extruded 3D object, select the 3D object, and double-click the 3D Extrude & Bevel effect in the Appearance panel. In the 3D Extrude & Bevel Options dialog box, choose the bevel from the Bevel card.
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To employ the custom bevel to 2d artwork, select the second object, and choose Effect > 3D > Extrude & Bevel. In the 3D Extrude & Bevel Options dialog box, cull the custom bevel from the Bevel card.
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Rotate an object in three dimensions
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Cull Effect > 3D(Classic) > Rotate (Classic).
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Select Preview to preview the effect in the document window.
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Click More Options to view the complete listing of options, or Fewer Options to hibernate the extra options.
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Position
Sets how the object is rotated and the perspective from which you view it. (See Gear up 3D rotation position options.)
Surface
Creates a broad diversity of surfaces, from dull and unshaded matte surfaces to sleeky and highlighted surfaces that look like plastic. (Meet Surface shading options.)
Map artwork to a 3D object
Every 3D object is equanimous of multiple surfaces. For example, an extruded square becomes a cube that is made of six surfaces: the forepart and back faces, and the four side faces. Yous can map 2d artwork to each surface on a 3D object. For example, you might want to map a label or text onto a bottle-shaped object or just add together unlike textures to each side of an object.
A. Symbol artworkB. Symbol artworkC. A and B mapped to 3D object
You lot can only map 2D artwork that's stored in the Symbols panel to a 3D object. Symbols can be whatever Illustrator art object, including paths, chemical compound paths, text, raster images, mesh objects, and groups of objects.
When mapping 3D objects, consider the following:
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Considering the Map Art feature uses symbols for mapping, yous can edit a symbol instance and so automatically update all surfaces that are mapped with it.
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You can interact with the symbol in the Map Fine art dialog box with normal bounding box controls to move, calibration, or rotate the object.
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The 3D consequence remembers each mapped surface on an object equally a number. If you edit the 3D object or apply the same effect to a new object, in that location may exist fewer or more sides than the original. If at that place are fewer surfaces than the number of surfaces defined for the original mapping, the extra artwork will exist ignored.
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Because a symbol's position is relative to the center of an object surface, if the geometry of the surface changes, so the symbol will be remapped relative to the new center of the object.
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You can map artwork to objects that employ the Extrude & Bevel or Revolve effect, but you lot tin can't map artwork to objects that only use the Rotate issue.
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In the Appearance panel, double-click the 3D Extrude & Bevel or 3D Circumduct issue.
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Choose the artwork to map to the selected surface from the Symbol pop‑up menu.
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A low-cal gray color marker appears on the surfaces that are currently visible. A dark gray color mark appears on the surfaces that are hidden by the object's current position. When a surface is selected in the dialog box, the selected surface is outlined in red in the document window.
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To movement the symbol, position the pointer inside the bounding box and drag; to scale, drag a side or corner handle; to rotate, drag exterior and near a bounding box handle.
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To make the mapped artwork fit to the boundaries of the selected surface, click Scale To Fit.
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To remove artwork from a single surface, select the surface using the Surface options, so either clickNone from the Symbol menu or click Articulate.
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To remove all maps from all of the 3D object'due south surfaces, click Clear All.
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To shade and apply the object'southward lighting to the mapped artwork, select Shade Artwork.
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To show only the artwork map, not the geometry of a 3D object, select Invisible Geometry. This is useful when you want to use the 3D mapping characteristic as a iii-dimensional warping tool. For example, you could use this option to map text to the side of an extruded wavy line, so that the text appears warped as if on a flag.
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To preview the issue, select Preview.
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ClickOK in the Map Artwork dialog box.
3D tools are contained of Illustrator's Perspective Grid tools. 3D objects are treated like whatsoever other art when placed in Perspective Filigree.
Source: https://helpx.adobe.com/illustrator/using/creating-3d-objects.html
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