Transcripts
1. Welcome: Hello, and welcome to
the three D product rendering course for
Cinema four D and Octane. This will be a step by step
guide on how to achieve photo real product shots
covering the whole process, including modeling, texturing,
lighting and rendering. At the end of the
course, you'll have a professional render of
a commercial product, which you can use to show
off your design skills in your portfolio and ultimately attract higher paying clients.
2. Sourcing Reference Images: So it's usually considered
standard practice to gather references
before you begin modeling. In this case, it's
very much essential, especially for finding correct dimensions of the
product you've chosen. Also, down the line, you'll
find yourself coming back to these images to make
sure that you've got voto real materials and
professional lighting. So before you begin, you
might want to ask yourself a few questions such as, what kind of product
do you want to create? I usually recommend choosing a product that you have
some kind of affinity with. For example, if you're
into skateboarding, try to skateboard,
you're into sports, music, films, or TV. Try and find a product that
will keep your interest in Spark creative ideas
during the process. Also, try to choose
a product premios that is most in demand
in the industry. This is a good way to attract potential clients once you've
completed your renders.
3. Setting up an Image Plane: Okay, to the modeling. Before you start modeling, you need to make sure you
have a decent image of the type of product
you're looking for. One that actually shows the dimensions as
clearly as possible. This could be using a
really high focal length or if it's a photo taken
from a long distance, that will reduce any kind of perspective shift
in the final image. The one I'm choosing to use is this one because it's
pretty straight. If you look at other
ones compared to that, you know, they might
be off on perspective, or they might be using a lower vocal language
which doesn't actually show the full shape of
the product as it would look on paper, if
you know what I mean? As close to the blueprint as possible. So we're
looking for that. Unless you have the
blueprints already, which is perfect, so
we can use those. Yeah, so I'm going to
be using this one. So let's bring this into cinema four D to begin with.
So let's create a plane. Put this two minus well, plus or minus, this will
make a difference later, we'll see, which is
the right way around. Create a new material,
add it to the claim. In the material editor, disable color and reflectance
and just add luminance. This will remove any shadow so the image will look
as clear as possible. Grab your image and
put it in here. One. Another thing. Sometimes you can't really save an image
properly or it might ask you to save as a web P which doesn't always
work in Cinema 40. It probably won't.
So a good practice is to use the Windows
snipping tool, create a new snip and
then save that as a PNG, which is what
I've done here. Obviously, it's not for
marketing purposes, so there's no risk of
copyright infringement there. So yeah, once you load
it into CMA four D, you can see the dimensions
there in the material editor. So 477 x703. So to make sure
that's exactly the same dimensions as the plane, let's put those numbers
into the plane dimensions. So wit 477 and seven three. That's the same shape as the image and size is
the image, so great. You can see that image looks a little bit lower resolution. So to fix that, you
can go to viewport, texto preview size
and just put that to a higher resolution there
and it looks a bit clearer. I think one k is
good enough here because image is only just under one k,
so that's perfect. Okay. If you have
yours upside down, you might be on
the plus the axis. So if you have it
on minus minus. Then, it should be in
the right position. Let's move this back so
it's out of the way. When you look at it through
your front view port, pressing A to go shade
of no wire frame. You can bring this up here to
try and match the bottom of the bottle with the
base grid there. Okay. Now we've
got this in place. Let's start modeling.
4. Modelling the Bottle: So let's start by
creating a cylinder. As you can see, it's not really matching the proportions
of the image. So actually, what
we're going to do is we're going to do this
at real world scale. There's a reason for that,
and that is when we come to texturing and adding
transparent materials. The way the light bounces
through the plastic will depend on the actual size
of the object itself. So a pill bottle
like this would be, I guess about 8
centimeters high. Let's put that in there. And then possibly across, let's just say 5 centimeters, radius would be 2.5. 2.5. Okay, so that's a lot smaller than in
the reference image. So let's just press
T to scale it down. This will scale it
proportionally. So as long as you have these original dimensions in the right place, it
won't really matter. As long as you scaled
it proportionally down, and that's just by using the default scale tool and just clicking and drag
anywhere in the window. To resize it. There we go. And make sure that make
sure the cylinders in the center of the
scene and try and match the reference here and here
to the size of the cylinder. Okay. So we're going to
start modeling this. The cn that's 8
centimeters high, so let's put that up to four to make sure that's at the
ground plane as well. T has changed now, so we
need to bring this back up and just try to match that with the bottom of the cylinder. Right there. Right. Let's
go into perspective view. References all the
way over there. Doesn't really matter,
but let's just bring it a bit closer so we can see. We're going to try and
keep the polycun as low as possible for the time
being because later on, we're going to be
subdividing it, which will smooth out all
the polygon surfaces. So for the time being, the rotation segments,
16 should be enough for now and it will
make it easier to model two. Height segment four
is k by default. So let's just press that
we'll make it editable. Going into the front view, let's press N B to
enable the wire frame. We need to match this up with the image with the
background image, but when we press N G, for example, we lose the image
on the reference texture. So a way around this is
to use a display tag, which is in render tags display, if you right the
Conder model itself. So go in here, press
and then lines, and that will make the cylinder i frame while keeping the
plane with the image. A visible. Okay. Right. Okay. So to start modeling. Let's go into edge mode. Press U L to use which will select
the edge loop like this. We're going to select the
bottom edge loop right there. Press to go to Bevel, and we're going to try and
match that to the image there. Add a few subdivisions.
I'm using three for now. Maybe 6.5. Maybe 8.8. That looks about right. Okay. All right. Let's go
to the top side. Do the same thing
again. S for bevel. And then bring that down, so it matches more or less
the reference image. It's using the same
settings as before, so there's no need to
change that too much. Let's just add one
more subdivision. That should be okay. Right. Okay, looking from the bottom, the actual bottle wouldn't
be perfectly flat like this, so this needs to
kind of come up. It needs to be raised slightly. Let's add a couple more
subdivisions here. So go to Loop Path or K L.
And then go to vertex mode, select the middle vertex. Go to soft selection, enable, and then add that to about one, let's say 2 centimeters. That will add a fall off to the vertices
you're selecting. There we go if we just
raise that slightly. Then that's looking
more realistic already. Okay. Brilliant. Next thing we need to do is add some kind of neck to the bottle. So that just goes straight
up directly, okay? Let's go back to face mode, select the cylinder, and select the top faces
just in a row like that. Let's turn off soft selection. Go back into front
mode, front view. And just drag that up. Let's add another subdivision here for the neck of the bottle
there, the thread. And we'll come back
to that part later. Okay. Come to the top. B in face mode. Let's
delete these faces. And then if we select
all the faces, go back into move
mode, right click, go to extrude dose in until this top part is about the width of the
neck of the rim of a bottle. So there's on one side showing, so let's go to intrude options, go create create caps, and it will fill out all the caps that you originally had. So that's looking
like something. Like a bottle at least. Let's level these edges
because they're a bit sharp. U in edge mode, U we'll do the
same with this top one and this inner edge here
and this other inner edge. Let's go to M and velo We don't need as many subdivisions
just keep it to maybe one or two but minus one there. When we subdivide it, it
will all kind of it will all make sense then. All right. Well, let's do that
now. Subdivide it. Let's name it first, bottle. And if you hold down
t, click on this. Yeah, click on this icon here. If you hold on there, you'll
see lots of other options, but we don't need
those just yet. Let's keep it on one, one, because it really doesn't
make a lot of difference. Well, let's keep it on two because these edges
are still in need of a bit of smoothing
like that. Okay. Okay, let's just actually
disable subdivision for a minute and we'll get this bottle neck ready
while we're here. So go back into edge There's a few ways we could do this,
but let's just bevel that. Go to face mode, UL, these, these faces. Let's extrude these out of it. Okay. Let's take
this middle edge. U L and scale that up of it. Again, we press L there
by mistake twice, so actually changes
the axis point. So just click up in there again. Let's scale this out of it. Okay. The reference is
slightly different, so get these upper edges and the lower edges and
also in here as well. Just try to match these to the size of this rim
here on the bottle, if you can see that there.
It's more like that. And this one I'm
bringing out a bit more. With the subdivision, pretty
much does it already. Looks a Let's just add
another level here. And here. Because nothing in real life is perfectly sharp. I'm not sure what it's doing. Well, if that doesn't work,
you can just do it manually. It happens sometimes. Okay. Add a line
here. And a line. If you're kind of clipping
through your model there, press control D to go to project setting
and press display, medium, put it to small, and then you're not going
to get that clipping and you consume it a bit more. Let's just do the
same under here. Tighten that edge up and then put it back into
the subdivision. And there we go, we
got the lip there. That looks more or
less good enough. Surely, with a bit more time, I would spend more
time refining that, which I am because
part of the job. Details are very
important and just kind? Let's just level
this one more time. Ms working now, so. Perfect. Okay. There we go. That's our bottle neck.
All done all good. Next, we'll move on to the lit.
5. Modelling the Lid: For the lib, we're going to use pretty much the same procedure, or a similar procedure. Let's hide the bottle first, go into object mode. If you press control and t, then this will change both of the render and viewport visibility
at the same time. Yeah. So let's make a lib. Start with a cylinder again. Bring that down. We already have the dimensions
pretty much ready so we can just match it
to the image this time. Let's try this tag again. If you press control and drag the tag with
nothing selected. You can put it on here and just press go to y
frame mode lines. So that looks about right. Let's drag that down. We don't need so many
height subdivisions, so let's put that just to one. Okay. Just drag that
through in here. That changes the height
in the few port. Right. So same procedure, press C to go into editable, make the object editable.
Let's call it lid. Go to edge mode, U L, and let's just
level this top corner. Maybe 0.7 twice.
Yeah, maybe 0.6. Let's just see if
that's matching. 0.07. That's fine. Let's go down here, go to
polygon selection mode. Let's just make this visible again so we can see
what we're doing. Select these bottom polygons
coach a scale mode, hold down control and
then just drag that in. That will just add more polygons
as you're scaling it in. Let's do that again,
but with a move tool. Control, go to move, and then go to control
and drag that up. It's just a really quick way to extrude something sometimes. Control G. G, you can see how far up it is.
Make it a bit higher. You can't really see
that part anyway, but let's try and keep it roller as much
as we possibly can. Okay. Um. All right. Just bevel
this again and this. M S, all you can do it
through in the menu. And 0.15. A 0.15. Well, 0.015 in
this case. All right. Let's subdivide that.
This lid part here, we need to subdivide
the inner part as well. So let's do that. There we go. Nice and neat. Just drag it out a little bit. The overall size. We've lost a bit of the
volume with the subdivisions. Okay. Perfect. Okay.
6. Pills and Simulation: Okay. Next, I'm going to show
you how to model the pill. Okay. So let's just idle these. Let's create a capsule.
Shrink it down. Make sure it's
about the same size as a pill might look
in a real bottle. Let's make it a bit longer. And a bit smaller. I guess. Like that. It. Right. Let's isolate that. Go to frame on shaded mode. Looks about right. So we
need to make sure this has something exactly
halfway down the middle, like an edge there Because we're going to
put this to editable. And we're going to grab
this bottom half here. And a tiny amount because that's how
real pill might look. I guess real pills
would usually have wouldn't be quite perfectly equal on both sides because they bit overlapping slightly, so let's bring this up a bit. There you go. Keeping
it low poly is good because when it
comes to the next step, we're going to pour a
bunch of these pills, rename it into the bottle, bullet using rigid
body dynamics. Okay. All right. So let's make a copy of the bottle and we'll
hide the other one. It's going to be that
the proxy we're going to use as a container to turn
it into a bullet container, right click, go to bullet, and collide the body. Okay. It's automatically
use a static mesh. It's not moving. It's
not going to have any animation or motion on it. It will just act as a collide, basically, something for the
rigid bodies to bounce off. With a quick test, I'll
add a rigid body collider to the first pill there
and then press F to start. Just make sure it works. It's not actually
colliding properly because this has to do
with the scene scale. Many of the problems
that come up when using simulation dynamics is
the scale of the scene. So All right. To change that, you need to go to press Control D,
to go to project. Go to the bullet tab expert. Let's bring the scene scale down to 1 centimeter because that's the kind of
scale we're working at. So let's try that again, see
if it works. Still, nothing. Strike adding more steps per frame because it's all
make it more accurate in the simulation. It's
still not working. Let's strike adding
the visualization, so we can see what
exactly is happening. Collide seems all right. Everything seems to
be working fine. It's bring down the
collision margin to 1.1. That looks, doesn't it? That looks about right.
Yeah. So obviously, the collision margin is Yeah. Something very complicated. I'm not going to
try and explain. So basically, make sure you have the same settings
as I do here. Maybe put that back to one
and see if it still works. Yeah, that's fine. Okay. So that's got our basic colliders in
the right position. Let's pour these in as if we're pouring it
from another container. And this will act as the
default position of each pill when it comes to
rendering and texturing. To do this, let's
create an emitter. And the pill. Well, let's make it small first,
nice and small. So on quite small scale
here as small as you can, without it becoming invisible. Turn that 90 degrees. Just put this inside
here like that and make the pill a child of the emitter. Might as well set that
to zero on the position, it's in the same position
there in weld space. Then we go to the emitter
particle show objects. So when you press play, it will start spitting
out lots of these pills. Okay. Let's switch off
the visualization here so we can see
a bit better. Okay. There we go. This doesn't matter where
this can either be on the emit or on the
object itself. So we can make the objects a
lot faster if we go to 25, for example, 45 and birth rate. And the stop omission,
let's put that to 300 because we need to fill it
up all the way to the top. And let's make our
timeline longer to 300. Now, let's sit back
and see what happens. Okay. It looks like it's
going to take a while. So let's just do even
more let's 800 per frame. Try that. There we go. Just see how long it takes to fill it up and
then we can cache it to that frame number. Okay. All right. I'm going to
make the pill a bigger. Save a bit of time. And I guess they would be
slightly bigger in my life too. Okay. Try that make it even more, 150 per per frame. And let's see. It's spilling up a lot quicker. Okay. That's about there.
So let's cache the simulation to
about frame 150. And then go to cash. This will bake in the
entire animation, so you don't need to
simulate it every time. Bake objects. Wait for a bit. Take about a minute, usually. I'll get slower and
slower as it reaches to the end because there are
more objects being generated. The further it gets through
the simulation. Okay. So now if we scrub it
through with a time line, it will just play like this. I'm going to call this
one, the final frame. C there's no overlapping
pills on the side. If if you have anything
anywhere that you don't want, then we can get rid of it in the next step, which
I'll show you now. So I'm just going
to bake these as a single object because everything's position
how I like it. We don't need to worry about UV mapping because
they're going to have a single solid shader
applied to the whole thing. Okay. And middle placomter
that will select both the emitter and the mesh underneath and go
to connect objects. Okay. Give it a minute. Okay. Maybe very likely
for crash. Let's see. It's crashed. Okay.
Let's try it. Again. All right. Let's try. Hopefully,
it won't crash. I'll do this. Let's save this. Save this as a new
scene file for safety. All right. Let's just play
that through to the end. Hopefully, no problems. It seems to be playing
a bit more smoothly. And let's just try connecting
it again. There we go. Well, that seems to have
worked at this time. Okay, so we have
that deselected. Now, if we isolate this, we'll see all these pills laid out in the
way we want them, they might be in a
real pill box without having to move every single
pill manually. Okay. We don't need the rigid
body there anymore. If you do want to want
to make the pills, then, well, you know, you can use similar
techniques to this firing out
shooting up in the air, exploding out like a fountain,
anything you want really. But that's the basics of rigid body dynamics
that you have there. Let's get back to
our original view. Switch off the proxy. Switch
on the bottle, the lid. Next, we'll move
on to texturing. Before I do that, I'm going
to create another scene file. I'm going to save this as it
is, create another modeling. I'll call this one dynamic then I'm going to delete
everything I don't need anymore. We have that in the file,
so don't need the proxy. We do need the label, which I'll be V in
the next video. And we don't really
need the plane anymore. So, I'll hide that for now
just in case we need it again. I don't think we will,
but you never know. Okay, it looks like a
pretty decent shape. You can go and
refine everything. Just take this top
part of the bottle and bring it in a
little bit more. So go to loop edge loop. And just grab these a couple of you take this
middle loop here, press. And then just deselect
this one here, and then you can scale
that in on the Z x axis, bring that in subdivision. Just to make it match
up a bit more tightly there. There we go.
7. UV Unwrap the Label: Okay. Modeling the label. Let's make a copy of the bottle
itself. Just the bottle. Click on this little
hexagon icon. We can isolate that so we
can't see anything else. Let's just grab
these main outward facing polygons on the bottle. If we go, L. Select all
these edge these face loops. Press invert your selection
and press the leap. So we're deleting everything
that we're not using. When you look at the original, that's going to be
over the top there. When you subdivide it,
it will pretty much match the dimensions of
the original bottle. First, we'll have to actually
drag it out a little bit. So it's not overlapping it. Okay. Back into
The isolated view. Let's just deselect
the subdivision. We have the bottle. Well,
let's call this label. We have the label there. We just need to make sure
the UVs are correct. So when it comes to texturing, everything is going to be
where it's supposed to be. Press U V edit mode here. If you go to textures up here, you might need to drag this
out to find that menu. Press UV map, and
that will show you the actual UV mapping.
On the model itself. So as you can see, they all need to be
perfectly square. On the model itself, they
look more rectangular, if we just go to normal
model mode, no wire frame. All we need to do is shrink
these vs down to make sure that they're all
square on the model. Let's go to polygon
mode, select. There's a little tool
here, UV transform. This will save you
a lot of time. Hold down shift on
the bottom part here, and So if you find it, it will switch between scale
and rotation and position, but make sure you've got
the actual scale part like highlighted there. And then holding down
shift, just drag that up. Until these look square
as they possibly can be. If you scale it out
of bit as well, you know, scale it
out proportionally, then you can see a bit more
clearly how square they are. You know, that looks all right. I think maybe they need to
be a bit a bit less square. I mean, that needs dragging
a little bit more, so I did that a bit too much. Let's just try again.
Yeah. Looks good. So just bring that to
the middle somewhere. And this will allow us
to export this image, this UV map into another program like Photoshop.
Where are we? This one. To do that. It's not the most straightforward
procedure in cinema four D. In other programs like Myer or three
D is a lot quicker, a lot more straightforward,
but cinema four D still tends to
kind of lag in this area. It doesn't tend to be
used for modeling as much as some other
three D packages. The best way I found to do this is to create a new material. So just drag that up. Add this to your label. Okay. Go to Window. Lay manager,
window, color settings. In your material, go to
texture, create a new texture. Make this the dimensions
that you want it to be. So we're going to
call this label. Doesn't make a lot of sense,
but this is how it's done. Press. This will create
a new background. Go into layer in
the UV edit window, go to create U V Mayer,
which is what this is. In your color settings, change that to a light green, a color that's not going to get used so much in
the scene itself. Then we go to right
click texture save texture as we're going
to save it as a PSD file, which we can use to edit in
photoshop or after effects. Let's do that. Label PSD. I'm going to be
using after effects because I find it a lot
quicker to work with. Let's just say if that
worked okay. And Okay. Label, PSD, and we want
editable layer styles, yes. Four K, Yes, label. Yeah. Although we go, there's a label. It didn't take the inside edges, but in this case, we
don't really need them. Because we're just
going to be matching the label to this part here. Let's make this a
bit more visible. So like we had before. Let's just generate a
fill. Nice and green. So it's easier to see. And
then we're just going to put our texture graphics and stuff for the label of the
bottle in this green box here. Now we know where
to put it. Okay?
8. Texturing the Label: So for the label itself, this
is what I've come out with. Well, yeah, this is with
the mass version anyway. So this is just me throwing
together something. I'm not really graphic designer, but I just thought I would copy a few other people's ideas and, you know, put something together for the
sake of the course. I called it F supplement
because I don't know Fs is banished for
strawberry and, you know, was a bit bit dry on ideas and
that side of things. But as we say, I was making
it up as I went along so. You also need to
when you do this, you'll need to actually
copy this twice and create a mask of the actual
label itself. So this will stand out
from the from the bottle. Okay. So once you
finish your design, you might want to do it in
after effects or even in design photoshop or
online using Canva, as templates out there for free. When you've got something
that you're happy with, and as long as it's within the UV guidelines that
you've just created, it should import
into cinema four D pretty straightforwardly. Okay.
9. Texturing the Lid: For the lid, we're going to be adding these little ridges, slightly better grip
than this kind, even though it looks
kind of funky, but that's obviously not
being subdivided that model, which is a model, obviously. And a nice little detail like that will help sell
the realism of the model. So it's a good
technique to know, and we're going to be
using displacement maps. I'm going to be doing this
with as little UV as possible because for a model as simple as this, it's
not really necessary. So yeah, let's disable the
subdivisions, go to lid. The ridges are going to be we're actually going to
make two materials, with the displacement and
one identical but with no displacement for the top part and the inside part
and the bottom part. So the first material, it's just going to be
a glossy material. So if we go to octane
material creates glossy. Go to the lid, apply it there. That's an old one. Just
set this to black. And if we can kind
of get a rough idea. Well, we can change these later. It won't take too long to do, but just make it look more
or less plastic there. Put the roughness about say 0.6. A 0.6 for now, we can check it. We can adjust it later. So
that's going to be flat. Another material
called corr Okay. So we're just going
to use a couple of texture selections to assign both materials to a different part
of the same model. So subdivisions off
to polygon mode. L select these two parts. In fact, does it go all
the way to the bottom? No, it doesn't let's create another another
subdivision there. So we go to a loop path cut to about a little
bit higher than there. Somewhere like Okay. Let's say about there. Okay. And then we only need to select these middle
parts and the top part. It goes more or less to the top. Yeah,
that's about right. So let's deselect this part. The only parts we have this is, the only parts we have selected now are the parts that we want to apply
the displacement to. Okay. Let's go to
select Store selection. Call this one D. Then go I invert selection, D select it, select it again. Otherwise, it will keep selecting the other
selection tag. It can be a pain, but
you get used to it. Go to select again, store selection,
call that one flat. All right. Let's just add
we've got the flat one here. Just add the grit as well. Let's put that in here. So make sure we've got
the right selection tag applied to the right material. Okay. Just move
those more in order, so we don't get lost. All right. So For the grip. I'm going to do this all in
cinema four D procedurally. So let's go to displacement. Well, first, let's go
to the node editor. Displacement. Set
that to about two k. We're going to well
set this quite low not 0.05 because it's really
low scale anyway. So Go to texture. We're going to need
a baking texture for how we're going to do this. Because we're going to use a 40s procedural
texture generators to just create some stripes, which we're going to use as
the displacement information. Let's go. Texture is going
to be. If I can remember. Let's try here and set
this easiest to see. Go to surfaces and
tiles. There it is. We can almost see
what's happening now. Figure out to get. I guess the right length would be
would depend on the, you know. On the circumference of the lid, but I'm just going to eyeball
it because, you know, we're artists, not
mathematicians, not necessarily, not
all of us anyway. Set these to white. So we're
just using black and white. It will take a while to update
using the baking texture, but this is just part of the does make it simpler in the
long run. Let's just see. So ties color one tile is going to be b one
is going to be white. Okay. No, I don't even think we need the
baking texture in this case. Let's just try without it. Yeah, I don't believe we
do need it in the end. So let's just scale
this global scale, set this like 500. For now, remove the bb, remove the grout If
it's like a real tile, w UV scales that
to be high or low. That needs to be lower,
call that ten for now. And this needs to be super high because we're just going
to have stripes this way. There we go. So set scale lower. It's doing something, isn't it? Set that even higher. Don't need to be
there. Very much. Delete this baking texture. Put back on subdivisions. So it's coming out,
we want it to go in. So let's just invert
these instead of white, we'll call that gray because
gray Gray has no effect. 50% gray will have zero effect. We want this to come inward
set that to value zero. So that's the effect we kind of have overlapping on itself. This is to do,
actually, yeah, this is to do with the epsilon, which can be very awkward
if you need to obtain. If you're in path tracing
or or in direct lighting, the epsilon will do something
if you decrease this, then you'll get rid of some of these terfacts that
you're seeing there. Very helpful thing to know. Sticking in or out. Let's try changing the displacement value. Still coming out. We
wanted to go in, don't we? So change the mid level. That's more like it. We
can blur this as well. It's a bit smoother.
Yeah, that's nice. Right. Let's make these
tiles a bit more fine. So at the moment, it's at 1%. Let's call it 0.1%. Try 2%. 0.1 0.5. Otherwise, we can't
see anything at all. Okay. That covers
the basics of it. Add a bit more smoothness, a bit less displacement because it's quite aggressive there. Okay. And when it comes
to coloring, everything, it's all kind of come together. You've got
your grip there. You can even take this top edge up of it as well because
with the subdivisions, or just add another edge here
to tighten that edge of it. KL. Let's see how that looks. That looks better. Okay, and
there's your lid texture. Obviously, when we go
back to coloring these, we'll have to do it
both at the same time, but it won't take very long. This is just for
basic workflow. Cool.
10. Applying the Label Texture: Okay, now we've got
the label ready, the label designed and printed. We can add that to
the label match here. Let's make that visible again. We've got the old
UV material there. That's just likely so we can see the only parts that we need. Let's create a new material. Diff call that label. Put this onto the label
basic node editor Diffuse image texture, create a new image
texture, and his label. How's that worked? More or less. Because there are some parts that we don't even need that's still on the label, so we need to mask out the
parts that we don't need. Luckily, we created a
mask a mask texture, a mask texture for that. That is the label. There we go. So there's a label. We're getting
there. Doesn't look too bad when it's
inside, does it? Okay. We can add a couple
of adjustments to this if it's
slightly stretched, so let's go to transform. We can apply this to both of both the mask and the
diffused texture. And then just stretch,
squeeze this in a little bit because some of the texts a bit distorted
there, I believe. That should be all right. Maybe we don't need that at all, we put these two clamp on you, then it shouldn't be
repeating that way. There we go. So it's not repeating that texture
and also the mask, that wants to be legacy
gamma one and so that's a float Because it thinks it's a color texture
in a certain color space, which is a different
story altogether. If you know, you know. So, this one still needs to be 2.2 the colored and
that's not a float. That's just a normal texture. But this one is a float. Black and white values
are usually floats, roughs metallic,
anything like that. Set it to float and
set the game to one. Anything else, color texture or linear color space,
so set that to 2.2. And it's a normal texture, a normal map, but a normal
type of texture. Okay. There we go.
11. Creating the Bottle Material: Okay, so we're going
to be looking at the transparent plastic
material in this video. To begin with, we want to remove all the lights from the scene,
all the default lights. So to do that, go to octane settings settings, environment, set this to black. Now if you render rendering
the image viewer, it should all go to black. If you still see some
red kind of light there, that's coming from the image
plane that we used earlier. In fact, we can actually
get rid of this now. Okay. All right. Let's get organized,
put these into a null, called the meshes. And before we create
our first light, let's make a quick
infinity plane. This is the kind of
thing that we'll use in photography studios to remove any kind of artifacts
in the background. And so I'm doing that
by creating a polygon, stretch it out a
little bit press C to make it editable edge mode, move hold control, and
then drag this up. And then take this edge here. Right click, Bevel. Then we've got a bit more fall off on the
background there. Less jagged. That will make more sense when
we start rendering it. Before we do that, let's
just create a camera. So go to objects obtain camera. Make sure that's enabled. Go to set the focal
length to 50 millimeters. That seems to be
the standard with a product shots like this. Let's just make sure that's pretty much central
zero one -90 degrees. There we go. That's
pretty much flat. Okay. We can always
change this later. Actually, before we
do anything else, let's just change the aspect
ratio of the render view. That's going to be set this
to ten 80 by ten 80 for now. Now I'll update in
the window here. Let's create a dummy light. This is going to be a practice light that
we're going to be using to test the
actual bottle material. So if you have the latest
version of octane, you'll have this
octane direct light, which I'm going to use. If you don't have that, you can you can use anything really. You can use Well, yeah, I would go with the
octane daylight and just move that around
until it looks about right. We're going to be working
with path tracing mode. That's PT. And just quickly going to You render settings and
just set that a bit lower. 1,000 for now? Okay. Okay, let's start
creating the material. So go to materials, create, Specular G material
editor call that bottle. And drag that to the
subdivision part there. As you can see the refraction
looks a bit crazy there. It's a bit too much
distortion there. The reason for that is when
we modeled the bottle, when we extruded it inwards, we were actually
reversing the polygon. So all the normals of the bottle of each face are facing inwards rather
than outwards, which is why it's causing
this artifact there. So to fix that, we'll just go to bottle face mode, select. I'm using Shift C. It brings up all the commands and all the
tools in the application. And then go to reverse normals. I'll take a minute to warm up. If it's the first time I
used it in your session, and then go to the command here, Command mesh, reverse normals. And that's fix that part. Right. So it looks, you know, it looks good as it does, but it doesn't quite
look like plastic. To me, that looks
more like glass. So what's the difference
between glass and plastic? Well, you might want to change
the roughness for a start. But that's more for
clouded plastic. That's not really
effect that we're going for because plastic will change its visibility based on how thick the plastic
is basically. Anyway, I'm going to be using subsurface scattering
to achieve this effect. So going to medium, scattering go back
to the node editor. I'm going to create an
absorption float texture. Add this to scattering as well. Set this to one for now. And in your scattering medium, you can actually decide
on the density like the thickness of the glass
itself of the plastic itself. Less density will be
far more transparent, higher density, it
will get more clouded. Another thing we need to do
here is to make sure we have enough specular depth in the render settings or some of the details
are going to get lost. I usually use about 24 samples. You can see the
difference from a low. Yeah. So there's no transparency there at all to slightly higher. Then you're not going to miss
any potential detail there. Okay. I'm going to keep
this at let's try one 50. It's slightly more
clouded at the bottom, but let's say 125. Okay. That does make a difference. It's hard to notice from there. But if you remove that. I'll just do a quick
compare so you can see the difference it makes
store in the buffer. Plug this into the medium again. Well, it's quite
subtle at this level. If you find yourself using
plastic acids like this, it's going to be much
more noticeable. The more you do it. So you see that looks
more like glass. It's way more sharp, the
refraction in there. And then with the plastic,
we have you know, it's a lot more smooth. There's a fall off over the
distance through the object. So, let's go with that. So disable the render
buffer comparison. That will take a bit will take a bit longer to render
with scattering, but it will also look
a lot more realistic. Okay. If you want to change the
color of the plastic. You can actually replace
the float texture with with an RGB spectrum. Which, with no color at all, with white or black, it will be the same as a float texture. But if you start adding
a bit of saturation, and that will tint
the plastic itself. But we're going to
keep that with the basic float texture for now. So there we go. Okay.
12. Creating the Pill Material: Video, we're going to
actually look at finishing the materials for the scene, which are going to
be the pills itself. Let's create a new
material glossy material. Call it pills add
it to the pills. Let's just remove let's
just hide the bottle on the label for now.
Add the lid as well. You might think, well, if
you want a white peel, that would do. That's fine. But really, all you
need to do is kind of change the color to
something that sees the product type of
product to trying to promote I guess with a strawberry a strawberry
bill or a red bill. Red might work the best. So I'm just going to add the
bottle to see how it works. See how it looks inside. To me, that looks all right. B, even make it pinkish. But I think after
a bit of testing, I think red looks best. Let's just add a bit
more roughness to it. 1.1. It's not
completely reflective. Actually, try 1.5.
That's more rubbery. That's not quite right.
1.2. Let's try 0.15. There we go. That looks fine.
13. Lighting: Looking at lighting now. Let's get rid of this direct
light here to begin with. And we're going to be working with a three point
lighting setup, which generally consists
of three lights, your key light, your fill light, and your back light. This is the most
basic lighting setup in any photography studio, and this is what I'm
going to be using here. And it usually works
90% of the time. So let's have a go.
Objects, lights. We're going to be
using area lights. I'm going to create a target, and this is going to be
pointed directly at this null. So that means if we let's
go into a perspective here. Camras perspective. Just
close that window there. When we move this light around and shrink it down a
bit of a bit too big. This is always going
to be pointing at that knoll there
as you can see. Okay. So usually for well, the basic principle of lighting, a small, smaller the light, the harder the shadows. I try to show a bit more
clearly how that would work. So really small light,
quite sharp shadows. Even smaller, even sharper, but we need to account for
that with the brightness. So the intensity of
the light. Yeah. Me even brighter can see. Yeah. Quite a sharp shadow because it's quite
a small light. That's why sunlight or
direct sunlight usually has much sharper shadows because it's coming from a
really long distance, relative to the earth the actual size of that is very small. Even though it's about 1,000,000 times bigger
than the earth. But anyway, The opposite of
that is the bigger the light, the softer the shadows. So if we set this to
something quite low like ten. And you'll see when I start increasing the
size of the light, shadows will get a lot smoother. So this is a good thing to know, one of the basic
principles of lighting. I'm going to call this the
key light the main light? I'm going to set
that slightly above the subject and
slightly in front. So going to be more or
less behind the camera, but slightly above the subject. So let's push that up to say 50. Maybe that's too hot, try 25. We don't want to get too much of that white washing out because it's going to be
burning too hot. Another thing we can do is
to go to this label itself and reduce the gamma
the power slightly. I get a little bit less
white. Just for now. We'll come back to this with
some other techniques later, but I say that's 0.9. I should do something. I bring this down a little
bit more so 20. Yeah, that's our
main light there. I bring it down,
then we're going to get different parts of the bottle highlighted
and so forth. Yeah. This will work for now. The next light we're going
to use is the fill light. I'm just going to rename that. Switch off the key light. And we have only the fill light, bring this onto the other side. Bring this onto
the other side of the scene. You're
the one still there. Take this is a lot bigger. So it's going to cost
much softer shadows as opposed to the key light, which has more defined shadows. In fact, I might
go and make that even smaller of it in a minute. But yeah, the fill light. That this far away.
Soft shadow there, maybe even bigger. Yeah. Let's turn this down to say five, which just barely visible, but it will fill out any of the dark shadow areas
that we can that are getting lost in the
rest of the lighting setup. So let's try this
with the key light. With the fill light he's
doing something there. Subtle but 1.5. Yeah. Also for the key light, I'm going to make this even smaller really
define the shadows. Smaller and the noise brighter. If I bring this around towards the front of the camera,
maybe a bit higher up. Still. Then the shadow will
be within the scene as well, so it's not going to be
disappearing when it comes to render times
higher up, then Yeah. What about that? And we're worried about 75. I think this is back
down to 50 was good. This even say one. Okay. All right. The next part would be
defining the actual shape. It's called creating a rim
light or a back light, which we can use to make
the product or the object, or the subject stand out from the background and really show the contours and all the
shape of the model itself. We just take another
one, call it rim light. Bring this down. Let's get rid of this target because we can
rotate this ourselves. Switch off the fill and the key. I'm to delete the direct
right there too. Okay. Let's bring it a bit closer. You can see this is
interacting with the edges of the bottle. If we move the camera
a bit higher as well, we'll see the effect it has
on the top of the bottle too, which can be good for
showing as much as we can. Keep this as it is for now. So we're just going
to be focusing on the sides this side of the
side of the lid mainly. That could be a bit too
high, maybe a bit too big. Take a bit of
fiddling this kind of thing. Sure it's straight. Zero to zero, one, as. Okay. Let's make it invisible. Here we go. And
maybe a bit less. Let's depend on the
other lights as well. So fill, key light. We can see that's
intersecting with the ground there,
which we don't want. So let's just make
this a bit smaller. Since we're concentrating
on the lid, it doesn't need to be
over the whole bottle. There we go. We get some good highlights
on the corners there. Maybe even a bit brighter. Maybe 165. Yeah.
Looks like something. Lastly, the background
is a bit gray looking. So I'll just make another light. Well, we can use we
have a floor light, we had a floor plane somewhere. Yeah, I have got rid of that. Let's just create new
material, call it a diffuse, call this add this
to the polygon, call that even though it's an infinity
plane, we'll call it. So that's a white. I
think 0.95 is good. It's just get this rim like, maybe make the rim like even smaller so it's not coming into the affecting the
ground too much. Yeah. That's actually what we're here. Let's just make the label a bit lower cause there's a big gap at the bottom that's
kind of bothering me. So maybe we put the lebl back there. Okay, looking good.
14. Texturing the Label: Okay. Another thing I
forgot to mention before. Let's just look at
the label itself. It's kind of a flat
material there. There's not much
detail. It's just like white and the color. So we can make that look a bit more papery by adding some extra details
and fibers to it. I've found some or the best place defined
assets like this. I would recommend
is Quicksel bridge from Quicksel Megs guns. There are a turn of
three assets here, which you can use in cinema
four D on real engine or, you know, Blender, I guess, most of the three D
packages when it loads. I have these already just
downloaded to my hard drive. So in my label here, when that loads, I'll
show you a bit better. I might need to try that again. Um, Yeah. So at the moment, we just have the diffuse and
then the opacity mask there. But we can add a bit of
roughness and add a bit of, you know, normal
detail to it as well. Here we go. Well, anyway,
here's Quixel Bridge. To make it run well, I just look at this
quickly first. To make this run
in cinema four D, go to export settings and then make sure you have the cinema
four D plug in installed. And there are all sorts of
different programs you can use and it can export
them directly. And then your export
settings need to be sorry, download settings, you
need to make sure you have the PPR roughness
workflow working, so albedo metal and
normal and yeah, sometimes displacement
and sometimes capacity if you need it. But yeah, that might take a bit of filling to
set up an account, but I definitely recommend taking the time to
make that work. Another thing, if
you're using octane, if you have the standard
renderer enabled, it will import it as
a standard material. Which will take a
lot of fiddling, to update it to an
octane material. So but they've actually implemented a way
to do that quickly. So if you go to
octane render there, make sure that's enabled
before you import it, then the whole material
is going to be set up for octane rather
than the standard renderer. Okay. Something to keep in mind. But for now, I already
have these materials, these textures on my
computer. Here we go. That one was roughness.
We need to make sure roughness is gamma at one, and that's actually an
information texture. So this is f zero is no effect, one is full effect, or black is zero, white is one. So if it's white, it will have a full effect of roughness. If it's black, it will
have zero roughness, and that's the principle of
most of these float textures. Let's normal as well. Image, normal. And then if we look at the render here to see if
it makes any difference. So, it's making some difference. Yeah, the lights
being more diffuse, is being spread out more evenly. It looks less like cartoony
and, you know, render. So it looks a bit more
natural that way. Which is what we're going for. Let's go back into the camera. We could change the the tying of the textures as well to make
the detail of bit more fine, but I don't think we need it in this case. Just do a quick test. Transform. So use
a transform node, plug it into both
the roughness and the normal and just see how you can see if
you bring it up, it will know a broader detail. We bring it down.
It will be finer, but I think in this case, we're fine with the default settings. Okay, quick look at the lid. Now we've got a light setter. We can just make sure the lids, right kind of plasticity. I think this looked
better at not 0.5, actually, the roughness. Same on the lid
grip because we did these two separate materials so we could avoid UV mapping. Um. Yeah. I think
that looks better. Okay, so that's your
label material, your lid plastic material, and your bottle transparent plastic material
along with the pills. Let's add a couple more details just to sell it a bit further. We'll do that next.
15. Adding Scene Elements: Okay. Before we bring
anything else into the scene, I'm just going to try to make the background a bit brighter because it looks
a bit gray at the moment. And we want that
to stand out a bit more really emphasize
the product itself. A quick way to do
that is to actually make this infinity plane hit
the background a lot closer, so it's reacting more
with the lights directly. So just going to
scale this down. Bring it in like that.
Scale it in as well. So that's having
an effect already? Yeah, we're going to avoid the shadow bending at the wall. I mean, you might want the
shadow at the wall as well. As long as it sells the product doesn't make a lot of
difference, what you do with it, but yeah, this is one way
to achieve that look. I'll be adding a few
more effects afterwards. But first, I'm going
to add just a couple of extra elements
to the scene to, sell it a little bit more. Most of these are renders have got some kind
of fruit involved, something to sort of
illustrate the kind of flavor, or the kind of You know, boys replicating, make it look a bit more inviting,
something familiar, something natural and healthy, which is what it's trying to be associated with rather than, you know, a chemical diet pill, which probably is
what it really is. So let's have a
look. The B well, I found a nice strawberry
free strawberry on a sketch fab If you don't
have an account here, I recommend you and you create
one because you can sell your own models here and
you can get a lot of free models as well and
some good paid ones too. This is one I'm using.
If you want to go really high end or if you want to splash
out a bit and invest it, then CZ trader, I'd
recommend you can get some really nice models of strawberries and all
different fruits there. So anyway, once you've got that there, just click download. I've already got
that on my drive, so I will bring this in. Strawberry. I think Morango is Portuguese for strawberry or
is it Italian, I don't know. One of the two. So some of the
stuff that came in with it directional light
text group SeocaG rid of those? Rename it. Straw very All right. There we go. We've got a bit of a metallic strawberry there, so it needs some textures. Most materials will
come in by default as the standard cinema
four D renderer, but you can update
those quickly. Just to convert those
materials to octane materials, just go materials, convert. What you've done that,
usually just press, remove unused materials
in the material menu. Then you get rid of unwanted
data that you're not using. There we go. It looks
even more cyber punky now, but that's
not what we want. So let's go to the node
editor of black material. Get rid of this these
material layers. Keep this texture
image texture node. And then let's load in the. So just as the two
textures here, a bump map and a color map. So we'll add the rest of
the details ourselves. Pump Okay. How does that look? All right. Is this come out as a
diffuse or as we need a glossy material because strawberries are a
bit more glossy. Got some moisture under
the surface and stuff. You could go with full subsurface cattering
on this if you want. But I'm just going to keep it simple because it's
more decorative. It's a bump map, you
don't want that to have the linear gamma,
keep that to one. If you want you can change
that type to float as well. Save a bit more data. You got a nice juicy
strawberry there. Shrink it down a bit. Take that. Just squash. Just put it down on the floor. Because bigger maybe. Yeah, bigger even how big a strawberry
is competed this bill. Bottle bit high. Yeah. Luckily, there's only
one of these if you were using more than
one strawberry or a few different Objects. You could try using this does something or
even this tool. Oh, hang on. This
one has a Yeah, for some reason, this
strawy is animated. It's not even animated, but it has key
frames all over it. So yeah. When I try and move it, it will just not update unless
I delete those keyframes. Start again. Well, let me just try
with this tool quickly. Quite a new tool
in clima four D, so let's just see if it works today. Put this on the floor. Oh, we go perfect. So yeah, this is the dynamic place tool, so kind of creates a
temporary rigid body. While you're moving your object. And it can just do
all that kind of boring repetitive
fiddly work for you. While keeping it all natural and where it should be.
There's a bit of a gap there. That's because of
our scenes goal. So that's a nor 0.1 happens. That's a point, happens
that's more like it. We can just adjust
this afterwards. This is not for animation
or anything, but Yeah. Okay. Just going back to
the normal the move tool. For some reason Y is locked,
so just unlock that. Bring this down. There we go. Strawberry. So it's
hugging the bottle. Brilliant. Okay, looks good.
16. Cleaning the Scene: Okay. Before I move on
to the render settings. I'm just going to make
a few refinements here. I think the strawberry, maybe the bump was a
little bit too much. So I'll try saying
that to not 0.01. 0.005. It's hard
to notice there, but I will make
sense a bit later. Another thing, I still feel
it's a little bit too gray, a little bit too washed
out, so I think we can boost the color
contrast a bit more. Good way to do
this is going into the camera image and you can
adjust the exposure here. That's a bit overall, and then the gamma
I can play with these saturation as
well, definitely. What I tend to do is work with one of these LUTs that
are built in here. The one that stands
out mostly for me, is this one, the
DSC number five. It's really kind of boost
the contrast and everything. Yeah. Another thing
that you will see rendering white products
against a white background is that often it
will be difficult to differentiate the product itself from the white background. And most clients will ask to have it against the white
background because, you know, Amazon shop if they
use all of that for you know, the basic images. So how to get around this, even though it's not fully
it's not too bad there. I mean, it's purely
white backgrounds. But we are going to make
it purely white later. So let's just have a
look at this for now. If we go to this material, we can create a fall off. So as the color goes
towards the edges here, it will fade off into a darker color. So I'll
show you how to do that. Going to label node editor. Okay. Okay, I'll start
with a fall off. And this is basically the basic principle of what
we're doing principle. Put that in to the diffuse as you can see it
is kind of black. But if you look at the edge
here, it's actually whiter. We can change the
skew factor here, this is like a
fernL effect based on the camera angle
to the object. In three D, it's helpful. If you reverse those values, so minimum one maximum at zero, And you can adjust the fall off there with the skew factor. Make sure this is on
normal versus i can change different modes do different things don't really
know what they do. I'll keep this relatively
low so well, not too low. So it separates the label
from the background. I think six by the
f is a good number. And maybe the maximum
value can be a bit higher. It's not going to
black, essentially, but more of a gray. Maybe 0.1. Okay. So now we just need to multiply this by the texture. So I go to multiply No. White is one multiplied by white is one multiplied
by black is zero, so it'll actually
when it wants to. Well, that's funny because I
use the roughness instead. So let's try with the diffuse. There we go. So quick comparison That's with it on.
That's s it off. Hard to tell there. You know, I'll make this even kind of wide to
fall off as well. Make it even more keep
that to zero, actually. Yeah. So it does something. And that will definitely
make more sense in sins with the white products. Yeah I think 0.2, that's fine.
17. Choosing the Render Settings: Okay. So let's have a look
at our render settings now. Go to settings. I
have that 1,000. That's fine for, you know, maybe a two k or one k image. I clamp, that's way too high set that one specular depth
there 24 Rap salon. You know, we don't have any
of those artifacts this time, so just keep that
at 0.1 as it was. And that's really all
we need to do in here. Those are things you can
do with adaptive sampling. It's supposed to
speed at render time, but I don't really find
it does very much. And there we go. That will be our initial render. You can even just this? I mean, you can have it
stand out a bit more the background can be even whitter This is in
the scene itself. So this is not even going to
be our final render fully. This isn't going to be our
alpha channel background. We're going to do two renders, one against a studio backdrop studio
background like this. And then we're
going to do against a transparent background,
but keeping the shadows, so we can add that to a different to a white background
imposed in after effects. Okay. So before you do that, let's just get a render
of this one first. Lock that ratio,
save it somewhere. Renderer render to
picture you are there. And then wait for, you know, how long you have the patients. This one, I'll take
about 3 minutes. I'll come back to
you in a minute.
18. Using a Transparent Background: Job. Turning removing
this white background and just keeping the shadows. Okay. So to do that. Let's go to the floor material. C on common select
shadow catcher. Okay. Let's just render that. It will all go black.
Okay. That's because we don't have the
afaanel switched on. Okay, Afaanel There it is. Okay, so this is shadow
catch, shadow catch off. So this is the actual
material itself. And with this switched
on, it's only be catching the
shadows and everything else will be just in the
background, all in the upper. One thing we lose
when we do this is some of the color
information at the back. So you see the
refraction changes here? Because it thinks the background is black now, which it is, but you know, that's where
we set the background. You know, it's not unreasonable, but we have to tell it
the background is white, even though you know it's
black. So how do we do that? So we go to objects texture environment,
pretty straightforward. We've got a nice
white background, but it still thinks the environment there and the
background there is white. So we need to change that
to visible environment. Then we go to refractions. I keep the refractions from the original material and then switch off back plate. And there we have the same setup with the
white backgrounds, but with the alpha channel, and everything where
we want it to be. The strawberry looks a
little bit more funny there. So let's just edit that a bit. If the specular specter is fine, the bump could use a little
bit less bump on there. It's quite a sensitive
number of this is, sometimes pool will
do more there. Yeah. I think that looks good. I feel like that's standing
out too much as well, sometimes from the pills. I feel like that could
be a bit less saturated. Drawing too much attention
away from the bottles. Let's create a color
correction node and then just
desaturate it slightly. 59.8. There we go. Complimentary Okay, once
you got this rendered. Well, you can render
this one out now. Just give it a name,
bottle one Alpha. In fact, I'd usually use a PNG for with the Alpha channel.
Without an Alpha channel. JPEG is fine. JP is small
enough and they don't take up too much space on a computer for this kind of thing. Yeah, if you're doing
high end V effect shots and stuff, then opening XR. But for this one,
PNG with alpha, make sure you have Alpha
channel enabled there as well as in opting settings. And, let's do a render. I'll come out black
on the screen, but once it's been exported, once it's been saved,
the paura will be there. So let's check it out in after
effects in the next video. Okay.
19. Adding the Background: Okay. Back and after effects. We've got a bottle alpha
that we just rendered. One K image, ten 80 by ten 80. It's right kick that,
create a new composition. So as you can see, the transparent background has come in there. Perfectly fine. So now we can actually create a white solid background.
Put that to the back. And there we go. Not too different from what
you see on the website. The websites, tropif Amazon. Looks perfectly good to me. Let's boost up the color a bit. It's a little bit
too dark still. I expand out a little bit more. There we go. Since we
have this fall off it's just blending straight
into the background. A bit more saturation. Yeah. I'm happy with that.
20. Final Thoughts: Okay. So that's the
end of this course. I've gone through
all the procedures and all the process
and techniques of modeling and
texturing and rendering, along with lighting, a
very important skill in three D product rendering. And yeah, hopefully it's made
your life slightly easier. Hopefully it's answered
a lot of your questions. If you do have any
more questions, or if you have any
questions whatsoever, then please don't
hesitate to leave it in the comments or drop me
a message or an e mail. Also, if you have any requests for other courses,
then, you know. Yeah. You can give me a
shot on that as well. All the resources
I've mentioned, I'll add to the information to the description
of each video. And yeah, well, I really hope this makes a
difference in your career, and you can send this
to potential clients, get some marketing, get some promotion, a
bit more exposure. Yeah. And if you get new
client from this course, then yeah, good to know. All right. Good luck.