Transcripts
1. Introduction: You're struggling to get a first client as a free designer, and I understand you, getting a client is
not an easy task, especially for newcomers
in this field, and I have been there too. For four long years, I have been trying to figure out the secret formula to create unique free content that is most needed by companies
around the world. That will allow us to easily get a client and never
be broke again. Finally, I found This video, I will reveal all the secrets and
show you step by step, how to create unique
and attractive product design renders and blender for your portfolio, that you can attract more
clients to your services, or so that you can sprice
your existing clients. With the knowledge that you
will gain in this course, you will be able to not
only find the clients, but also provide them with more value such as
increase in likes, olers, or sales, that will turn a one time client into
a regular client. Don't waste your precious time and go to the course to gain valuable knowledge
that will help take your pred design career
from the ground to the sky.
2. How to Create a Unique Render Idea: Great render or piece of art
starts with inspiration. From my four years
of experience of studying clients
and what they need, trying to understand
what is the key to create attractive and
at the same time, unique renders and animations, I came to one conclusion. You don't need to
reinvent the wheel. You just need to modernize it. By that, I mean, you don't need to try to create something completely new to attract
lines and be unique. You just need to
find a source of inspiration for your render
and just make it better. I usually go to Pinterest or any other social
media platform and start looking for ideas
from a future render. If I see a suitable candidate, I just download the picture, and then ask myself, how can I improve this
or what is missing here? For example, here we can
change the lightning. I keep searching until I find
an art with good lighting, and after I find it,
I will just take the lining idea from
here and implement it the previous art, and you can keep searching until
you will find something else that you can
change or use here and until you create a
final idea in your head. And my advice to
you is don't just copy another person's
idea or render. Remember, that beginners follow trends, professionals
create them. And in this course,
we will create six different unique renders
using this simple principle. And knowing all this and
having decided on the idea, let's finally open blender
to create our masterpieces.
3. Creating the First Render (Part 1): Okay, guys, it's time
to do some magic. Let's open our blender and click in general to
create a new project. We don't need all
these objects yet, so let's select them
and delete them. And when creating a render or animation of a product design, we need to start
with the free model of a product and to create it, we need to press you plus A and import the reference that you can find in the
description below. We can also scale it by pressing S and for more convenience and so that our image does
not bother us in the future. Let's move on the x axis
by pressing g and x. Let's also move up
the z axis so that the bottom of the can is
next to the free Cursor. I come across two ways to create a free model
from an image. The first one is used by most beginners, and
the second one, not so many people know
and usually this method is used by professionals
because it's faster and easier. Let's be professionals and
create the R the second way. For this, let's create a plane and rotate it on the
ecric axis by 90 degrees, by pressing r greg, and 90. Then we need to go into the edit mode and
select this ties. Then hold shift and select
these two vertices, so that only one remains
and delete them. After that, we need to move
it to the bottom of the can place it right here. And extruded by pressing E, repeating the shape of the jar, which is on the reference. I after we're done, we will have this
beautiful result. But if you can see, it
does not even come close to looking like a
jar. Let's fix that. For that, we need to
go to the edit mode, press A to select all, and on the left
side of the screen, we have these tools. For now, we need the spin tool, and in the spin tool, we need to make sure that
the z axis is selected. In here, just grab and move
this plus icon and have it. In this menu, we can change
the angle to 360 to close the JR. And at the
bottom of the, we need to make a
few adjustments. First, let's select
this vortices with A and then press F
to close the hole. Also, we need to
select this phase, press Control and plus, and then using
proportional editing. Here, we need to make
the bottom of the f. And proportional
editing allow us to affect the vortices
around the selected one, which allow us to save time and effort and not have to
move them individually. We can also move these faces
up and create indentations, adding more realism,
and scale these edges. Now, we have created
a basic shape for our three d
model of the jar. But it is a low poly, so let's go to the modifiers and add a subdivision
surface modifiers. And then shade it smooth. To add more realism to that, let's add a loop cut here. Bpressing control plus r, and then vet, bypassing
control plus B. We need to go back
to the left side of the screen and select the
extrude along normals tool. Then grab and move
this yellow dt. To create this part where
the lit will close and open. We don't need to
be super realistic here and create every
detail of the jar. Obviously, if you need to
create, for example, animation, where the lit will open, then you will need to
be more realistic. At the bottom, let's select these edges. And duplicate them. Pressing shift plus D.
Then press P selection, to make it a separate object, then select it and addit mode
to press E and S to scale. Then we need to apply the
subdivision modifier. And to focus on just this
object, we can press. And to make things
more convenient, let's select all these edges. With shift plus d
and delete them. Now holding shift,
we need to select a few of these edges
and then press shift plus control
and press plus a couple of times to
select all these edges, and then we need to baveel
them, and then extrude, pressing E. And to
add more polygons, let's add to subdivision
modifier again. To make the edges sharper, we can add a couple
of loop cuts. Pressing control
plus r. Okay Let's go back to the jar by
pressing slash and just scale and move it up or down until you're happy
with the result. Guys, now let's add some
thickness to the jar, and the solidify modifier
will help us with that. And we just need to change
the thickness parameter here. We'll have this problem at the top with shading,
and to fix that, we need to move the soif
modifier above the subdivision, and also add loop at the
top to make the H sharper. After we are happy
with the result, we can apply the
solidify modifier. Now let's create a jam, that'll be inside of the jar. To do that in edit mode, slick pase, in the center, and then press control and plus until you
reach the level, you want the jam to end. You can also use a x ray
for more convenience. When you t, just press shift
plus d to duplicate it, and then P selection to
make it a separate object. And to avoid overlapping issues lets select or JM and press shift plus control plan Z to scale it on every axis
except the z axis. In this x y, we can select all these phases and move
them up a little bit. For convenience, we can
also rename the objects. And the last part of the jar we need to create is the lid. This is very simple
object to create. All we need to do is
select these edges, duplicate them and make
them a separate object. And in addit more 22
first press E plus S to make the lit wider and then
extrude it on the z axis, enclosed by pressing F. If we select this
face and press I, we will insert it, which
will make this edge sharper. All we need to do is add a couple of loop cuts
to sharpen the edges, and then shade it smooth. I personally don't
like the look of the from this reference, so I will press
control shift and make it a little
smaller on the axis. Once we are happy
with the result, we can unhide the reference
or even delete it. And then select all the parts of the jar, except to the GM. And join them into one object
by pressing control plus j. Then we can select
all the objects and press to create a
collection for them. And congratulations, we have successfully created a f
d model of our product. Now let's create another object. That will help improve the appearance of
the main product. This object is going
to be a strawberry because there will be a
strawberry jum inside of the jar. Let's create a cube.
And turn on x ray. We can see through the object. And in dit modes like
the bottom edges, and scale them a little bit. Then add a loop cut in the
middle and also scale it. We can also scale erfin on the x axis to give it
shape of the strawberry. As you probably guessed, we need to add a subdivision
modifier for more polygons. We can also increase the
viewport level to free. And if we like the, we can
apply the subdsion modifier. Now let's add more details
to the strawberry. And this proportional
editing turned on. We can also press all to turn on the
proportional editing. We need to add more
sad reality to the strawberry because
it looks too perfect. Just select the place you
want to change and move adjusting the
proportional editing radius with the mouse will. And once we're happy
with the result, let's unhide the jar. Let's place it on
the right side of the jar and probably scale
it to more realistic size.
4. Creating the First Render (Part 2): Now let's create some
materials for our objects. For this, we need to
go to the shading tab. Then select the jar. Here
in the material settings, we need to add two
material slots. By clicking in the plus icon. Also we need to create a
new material for each slot. For convenience,
let's rename them. This one will be
class, and this one. And to create the
glass material, we need to click on surface
and select glass DF. Here we just need to
reduce roughness to zero. Let's create the lit material, and this is very simple. Select here the black
color or white color and add some metallic and
reduce the roughness. T ply this material,
we need to go to the edit mode and select
any phase on the lid. Then press L, and then select the lit material and click
on assign. Here we go. The next material we
need to create is a Jam, and let's focus on it by
selecting it and pressing slash. Here, we need to close
it at the top press. Now let's create a new material. Before we continue, we
need to enable one Aden. For that, we need to
click on file settings. Make sure we're on the
adent here we need to find note regular and put
the check mark next to it. And then just close this window. Now, if we select this node
and press control plus t, we can import the
strawberry jump texture. If you have this, that means we need to
unwrap our object. Let's go to the UV editor, and if you press,
we can unwrap it. Usually if we click
on UV SSMart Project, Blender will do the job for us, but not in this case. So let's do it ourselves. We need to select
the edges where the theme will be the
least noticeable. In this object, it's at
the top and at the bottom, select them, right click
and click Mark theme. Also, we need to mark
the edges in the middle. Now we can proudly
press a to select all, then and then drop it. And now it much cleaner and
there is no distortion. But here it will be
noticeable seen, and in this case, we can just rotate the site away
from the camera. Now let's go back to
the Shader editor and reduce the roughness
to 0.2 or 0.1. To add some realism, let's create a bump node and connect the
image to the height, and reduce the power
of the bump node. Here we go. The last object we need to create a texture
for is a strawberry. Create a new material and
with the principle BDF node, select that press Shift
plus Control plus T and export all the images
from the strawberry texture. Here we go. We can
remove the displacement, and if we change the
strength in the normal map, we can do this and increase
the depth of the seeds. And to change the
size of the texture, we need to go to the UV editor. Go to the edit mode,
sect everything and just play with the
scale of the CV map. Okay, ladies and gentlemen, and you probably noticed that there is something
missing here. That will add more realism
to the strawberry, and you're right,
it is the leaves. But to be able to add leaves, we need to enable another add. Let's go to the settings and in addons find import
images as planes. Then enable it and
close the window. And if you press Shift plus
A and go to the images, we will see a new
option available. Click on it and choose
the image with leaves. All right. Let's play the leaves on the top
of the strawberry. In edit mode, we need to add a couple of loop cuts
by pressing control plus r. I will add a little
bit more on this side, Because I added more
loop cuts here, I can delete these edges and
the empty space with them. Now we can select
these edges and with proportional editing
on move them down. Actually, let's rotate
the leaves 180 degrees on the x axis because
the leaves need to go up and move them like this. We can also select
the middle phases and move them and even scale. This ideas, we can also
move on the axis like this. And to add more realism to that, let's add a subdivision modifier and also shade it smooth. Also, we can
duplicate the leaves and places and rotate
them on the top. When we are satisfied
with the result, we can go back to
the layout and hide the jar and create a
plane for aground. The last thing we need
to do is the label. Let's cite the edges where
we want our label to be, right click and mark the them. Also we need to mark the them
on the edge somewhere here. For more convenience, we
can go to the shading tab, and let's create a new
material and also rename it. Then click here,
press Control plus T, and import the labeled texture. To fix this problem,
we can create a loop cut in the middle and
by pressing Control plus. B, we can bubble it. Or if you want your label
to have some thickness, let's duplicate it
by pressing hot plus d and separate it by
pressing P selection. And you guess it, we need
to add a solidify medifier. And just play around
with thickness. We can also move
these edges up to create sharper edges at
the bottom and at the top. And all that left
to do is to go to the UV editor and
unwrap the label. Dans the SD map, rotate it, and scale it until you'll be happy with
the look of your label. And let's make the label more interesting by
creating a noise ture. And connecting it
to the roughness. Then create a color
ramp and place it between and change the
stickers position like this. For the noise texture, let's
increase the detail to 2.6, the roughness to 0.6 or
seven and the scale to 6.2. After these changes, we'll see this beautiful
effect on the label. I can congratulate you because
we are done texturing. It's time to put then in
place and create a piece of art that will attract
dozens of customers to you. Let's scale the plane in x and axis and then select this
H and ext on the axis. And then select this H, the center, and bove it by
present control plus B. Then right mouse
click and move it. This is a basic crown shape that you can use
for product design. The shape is also often
used in photography. Now let's combine the leaves and the strawberry into one
object for more convenience. But for that, we need to apply solidify Mifi to the leaves. Now we can safely combine
these three objects. Into one, by present
control plus j. And also let's combine the jar and the label,
and in the label, we need to modify modifier
up first, and then apply it. After that, we can combine
the label with the jar. Now let's go to the render view, and as you can see, we
need to add some lighting. For that, let's click
on the globe icon, and here we need to click on the Yellow Dat and select
the environment texture, and now we will be able
to import the HDRI, which you can also find
in description below. Now we can go to the
render settings and in the render engine instead
of EV select cycles. Because if you want to get
a more realistic result, without wasting time
on rendering settings, this engine is for you, and I encourage you to use it if you want to
impress your clients. Also to speed up the
rendering process, let's change the
device to GPU compute. We also need to merge
the Jam with the jar. Let's select both objects, but the last one should
be the jar selected. Then press control plus
P object safe transform. If we do this, when we move
the can, Jam will follow it. For more colorful render, we can create a new material for the background playing
and change the color. We can also expand the
background by grabbing this and newton on x axis or
just kaling on egreg axis. Now let's create a very
important thing in the camera. To go to the camera view, we need to press Napa
zero, and if we press, we can see this menu,
and in this menu, we need to click on view and put a check mark next
to the camera view. This will allow us to zoom in or zoom out camera with Mouse heel. Here, we can aches
the resolution. I'll choose the resolution
for a social media post, which is 80 by thousand 80. With the camera selected, we can now click on this
camera icon and change the camera settings
and Focal length, let's choose 80-125. I'll pbarly choose 80. Now let's add some
back lighting and create an area light
or a spot light. Rotate it on 90 degrees and
move it to the background. Let's also place it right
in the center of our jar. If we go here, we can
increase the power to 1,700 and I probably the type
to the area light. And move the light closer
to the background. To make a more
realistic rendering, we need to rotate the HDRI. To do that, let's go
to the shading tab, switch to world here, and then click on our HTI
and press Control plus T. And by changing the z
rotation, we can move HDI. And I will move erf
a bit on the axis. Now let's place the strawberry. Here we have no rules. Don't try to just copy, try to create and
see what looks good, what looks bad, and you can
place it here or there. You can also duplicate it
or rotate it as you want. When you're satisfied
with the result, let me show you one trick. We need to duplicate the
strawberry and move it closer to the camera and place
it in the corner. You can also duplicate
it and place it in another corner
or somewhere here. By doing this, we will
avoid empty space in our render and it
will help to focus on the main object,
which is the germ. You can duplicate and
move the strawberry, but don't add too
many because it can ruin the look and
distract the client. Once you're satisfied
with the result, let's continue
improving the lighting. To add more light to
the front of jar. Let's create a plane
and rotate it. Then move it behind the
camera and scale it. And let's add some
materials to it. This time it is going
to be a fancy material. On surface, we need
to select emission. Let's see what we got here. Yes, I need to
reduce its strength. We also need to add a
light to the tab of the cans let's create
a point light, and a point light is
so than an area light. Sometimes you need to add more
power to see the changes. Let me show you a trick
with lightning that is very often used in photography. For this, we need to
create a plane, rotate it, and move it on the x axis to the other side
of the mind light. In my case to the right
side, also scale it, and we need to add
a new material to eight and just increase
the roughness to one. If we move the plane
closer to the jar, we'll see that the shadow on the right side is
not so dark anymore. Okay, ladies and gentlemen, and we're almost done. All that's left to do is to
set up the renderer settings. Let's go rendering
settings here. And scroll down to
the color management. Here we can choose
whatever option you want and try and
see what suits you. My personal choice is
medium high contrast. Let's improve our
renderings even more and focus the
camera on the char. Select the camera and go to
the camera settings here. Here we need to
turn on de field, and in here, we can select the object that
we want to focus on. If you change the F sub, you will focus more or
less on that object. I personally will choose 0.8. If you go back to
the render settings, we need to change the Max
samples 350-2 thousand. All that's left to do
is to go here and click Render image or at of 12.
5. Creating a Second Render: All right, it's time to
create the second piece of art that would help
us get the client. For that, we need to
select all the objects, except of the camera from the previous render and press
M to create a collection. We can also hide it. As
always at the beginning, let's import the
product reference. This time, it will be the can. Also let's move it on the x
axis for more convenience. We need to focus on the left. You can also create the
middle or the right can, if you but if you want to
create the left can with me, let's move it to the
center on the Erik axis, and also on the axis to line the bottom of
the can with the F D cos. Now we'll learn the second way to create three
D models from reference. For this method, we need
to press shift plus A and create a circle. Scale it. I also noted that the image is not
straight in the center, so I will move it a
little to the left. Now, as always let's
go to the edit mode, select all by pressing A, and now we need to
extrude it on the axis, by pressing E, repeating the shape of the can
from the reference. And we can add a loop cut here and it to create
the bottom edge. This method is
very simple and it is used by many
beginners and not only. But for round items like
can, jar, or bottles, the method we learned in
the first lesson is faster, easier and more convenient,
compared to this one. Okay. And when we are ready and repeated the
shape of the can, we can shade it smooth and also add a
subdivision modifier. As you may have noticed, we need to add loop
cuts here to make the edges sharper,
like in the reference. And also we need to do
the same at the bottom. Also let's close the bottom by selecting these
edges and pressing F. We can add a recess
at them by pressing I, then move it up a little bit and creating to
sharpen the edges. Here is the can we
created so far, but there is a missing tap
here. Let's create it. To create it, we need to
press number seven to go to the top view and
import the reference. After that, scale it
to the top of the can. Let's focus on the
reference by pressing. Now we need to also
create a circle. Again scale it to the
size of the reference. And in edit mode, selects everything and press E S and extrude it according
to the reference. We can also select these faces and extrude them down on the
z axis to add more realism. Also to save our time,
let's elect the left side, press X, vertices, and deleted. Now, if we add R modifier, and check the clipping. We can repeat all the things
we do on the right side, so we don't need to
spend more time, anything on the left side. Let's move the vertices
according to the reference. Extrude it, and again move it
according to the reference. And here to connect the left
side to the right side, we need to select
all these edges, press E, and extrude
it on the x axis. These edges simply connect with F. Here also these edges on the z axis. And connect the
vertices in this way. Let's add more realism by
adding a subdivision modifier, and as always
create loop cuts in the places where we want
the edges to be sharp. I can also add more subdivision
levels for mo realism, but it's really not necessary unless you want to
shoot it really. Let's go back to the main scene. All that left to do is to place the lead where
it needs to be. Scale it If we connect
it at once right now, we'll have this problem. Before we connect any object, make sure we have
applied all modifiers, except to the subdivision. Now we can select the
lead and they can and combine them into one object
by precin control plus j. The last thing we need
to do is mark with the those edges where we want the label to start at the
top and at the bottom. Also, we need to
select the edges in that direction and
mark them them as well. Now we can hight or
delete the references, or as I always do, we can create a collection
for them by first selecting them with control
in this window, again, this window pressing, I ing the collection. And that's say our main
Freddy model is created. Now let's create another object to improve the look
of this drink. In my case, it's going
to be a banana drink. So let's import the
reference of the banana. If you have a different
flavor of drink, you can create another
object or for example, use the strawberry
from previous render. And we need to focus
on the left image. So let's move it to the center. For the banana,
we need to create a plane rotated on
the greek axis. Scale it a little bit, and we can also turn x
ray for more convenience. In edit mode, we need to just repeat the shape of the
banana, moving the bars. As you can see, we don't
have enough geometry, so let's add the cuts. And when we are done, let's add a thickness and just select everything by
pressing A and extrude it. Also, let's add a
subdivision difier. In this side, we
already selected the phases we can
sharpen the edges, and we need to select
them on the other side. Now let's press I. And to make it even better, we can add a loop
in the middle and then bvele it by
pressing control plus B. In the end, we can shade it so. Writing slice of the banana
is basically created. Now let's return all the
objects to the scene, and also we can scale the
banana to more realistic size. The next step is texturing. Let's go to the shading tab. And we have an HD right here, that means we need to
switch to the object in this menu to add
the selected objects. Now let's create the
material for the can, and in the material settings, we need to add two slots and create material
for each slot. For convenience, let's
also rename them. The first one is metal, and the second one is label. Now let's select the motel
material and created. To do this, just increase
the metallic to one and decrease the
roughness to 0.1, 0.2. Here we go. The motel
material is created. Now let's import
the label texture. But before that, we need
to select any phase where you have marked the
same for your label. Then press L. Then slide
label here and press assign. Now let's press Control plus t with the principle BDF nodes selected and click open to
import the label texture. As always, let's go
to the V editor. Press and wrap it. After that, we just need
to rotate and scale the until we'll be
satisfied with the result. And this is what
I've got in the end. Also let's go back
to the shader editor and play some more
with the roughness. Like in the previous render, let's create a freeze effect. Let's create a noise texture
connected to the roughness, and then create a cool Rm. Again, connected in between and all that left
to do is play with the stickers and
the parameters in the noie texture and in the cool Rm until you'll be
satisfied with the result. Here's my personal settings. Now, let's texture the banana, and here let's add
a new material and also create a new material
slit and material for it, since we need two materials, and we can also rename them. And in the edit mode, we need to select these
edges with holding it and mark them sen
and also on the side. As well at the bottom. Then press free to select edges, and select one edge
from here and press L. Here, press align. Now let's select the
pace here at the middle, and also press L. But now click on the second
material and click a sign. Now let's import the texture
for the first material. Just select the reference,
we used to create this banana.'s always go
to the EV editor. Select the front port,
press L, and wrap it. Here just match the map
with the reference. And the same thing we need
to do on the other side. When we are done, and
happy with the result, go back to the shadier editor
and create a bump node. Connected to the normal, and from that image texture connected to the height
of the bump node, and just reduce the strength of the bump node to some very low. Now let's import the texture for the second material by
pressing control plus t. As you can see, plying textures is a very
simple straightforward process. When we are done with
placing the UGI map, go back to the Shader editor, and also create a bump node, like in the previous material and connected exactly same way. I want to congratulate you because we have applied
all the textures. Now let's create a masterpiece from the object we created. The first thing we need to
do is to select our can and rotate it on the 90
degrees on the cric axis. I can also rotate
the banana slices. Now we can unhide the camera. We also need to place it above our can and rotate it
on the 90 degrees. Also, we need to go
to the camera view, check the box next
to camera view, and play the camera and
choose the best frame. If we go to the render view, we can see that
we need to rotate the can to see the right
part of the label. For the background,
let's create a plane, scale it, and move
it on the axis. Also, we can create a
new material for it, and we can also increase the roughness and
choose another. We don't need to
apply another HG because he applied it
in the previous lesson. We can increase or
decrease the strength. Let's move the camera, that the can is in the censer. Now very important
part is placing the slice of banana to improve the appearance
to the main product. I personally will move it here in upper right corner
next to the can. We can also rotate it or
scale it. If it necessary. Again, you don't have
the strict rules here. See what looks good, what bad, and learn
how to do it. By doing that, you'll gain
more experience and grow. Also, let's extrude this
edge of the bground, and let's continue
placing the banana. I personally place
it on the edges of the can because we'll also
add the text to the bground. We can also copy the trick from the previous tutorial
to fill the space in the render by duplicating the object and moving it
closer to the camera. However, we can
improve a render even more by adding some
leaves or greenery. For that, we need to press
shot plus A and licken images as planes and import the leaves. Also we can place
it somewhere in the corners and as well move
it closer to the camera. After we are happy
with the result, let's select the camera and
go to the camera settings. In a depth of fields like
Tarke in the middle. Don't forget that you can
change the background color. If you want for this
particular render, I would go with either white, maybe orange, also red would be fine or even a green color. And we can improve the
ground a little bit. This is an nuptial step,
but we can just create a noise texture connected to the main node then
press control plus T, well selecting noise texture, and just play around
with the ometer. Let's reconnect
the noise texture to the normal and
add a bump node. And connect to height. If we play with noise
texture parameters, create the texture that reminds
me of a crumpled paper. Let's also create a plane
rotate it and scale it, and then move it
to the right side. By doing this, we'll
add more light to the right side and make
this shadow so dark. Now let's add some
text to the scene. Let's focus on the text. Let's rotate it. If we
go to the edit mode, we can type something different. Let's say, for
example, drink banana. You can type whatever you
want with your text you want. I noticed that renders
the texts are more popular and usually more successful and
attracting clients. This is because with the text, you can explain your idea or why the product you're
selling is the best choice. Here in the text settings, we can center it, and in the font, we
can change the font. And I personally will
scale it on the x axis. And now let's see how
it looks with the can. And I will probably scroll down and reduce
the line spacing. Let's see how it looks like
on the render view port. I personally don't
like this shadow, so I will move the
text on the z axis. We can also create
a new material for the text and
change the color. Also, after a little research, I noticed another way of
placing the t. We can remove the banana part of the
text then duplicate it, move it do, and type banana. And then get on the ric axis to the size of the drink text. And all those to do is to
hit F 12 and render it.
6. Creating the Third Render: Okay, guys, let's create our third render for our
social media, and as always, let's organize
everything and move all the objects from the previous render
into a collection. And then hide it. As always, let's start by
importing the image, so let's go to the
front view and import the reference and move it
around for easier modeling. And let's create a circle and
scale the image a little. And in edit mode, let's extrude the circle
according to the reference. Then we can close the top, by pressing F,
inserted, by prescin I, and extrude a little bit on the axis to
create the shape of the JR. To create the lead, let's select these edges, duplicate them and make
them a separate object. Then select them, go
to the edit mode, and them on the z axis. As you can see the modeling
is not hard at all, if you read the basics. And let's also close the
bottom of the bottle. As always, let's add the subdivision modifier
to add more policons. And for the lid two. For the lid to create a smooth edge at the
bottom, let's select it, and then press E and S.
We can also increase the subdivision modifier levels and add the loca
at the bottom and top On the lid, we
need to do the same. And at the end, let's also shade it smooth. That's what we have so far. Let's add more detail
to the bottom and select these phases,
and then hit I, and then hit I twice
to be able to insert each selected phase individually and then extrude it on the axis. If you want to make
these phases smaller, you can come here and
select individual regions, and now we'll be able to scale each selected
phase individually. We can also add a loop cut
here for sharper edges, We can also add a recess
by selecting this space, inserting it, represent I, and mowing it up the z axis, and then adding a loop cut. Now let's mark and select the edges where you
want your label to be. Then slide this area,
pressure plus a to duplicate it and separated
by present P selection. And to make it fake, let's add the solidify and move it up. All that'd to do is to
play with fakeness. In the edit mode, we need to add lopcut at the top and at the bottom to
fix the shading issues. And also let's mark these edges. Now we can update the
main part of the bottle. As you can see, we need
to delete this phase. Also let's add the
solidify modifier. Also move it up, and we need to add a loop cut
right here. Sharpen this edge. Let's apply the solidify to
be able to create the cream. Let's the middle phase, and holding control press plus until you reach the level where you want your cream to end. Then we need to duplicate
it and plate it. And then press
Shift plus control plus Z to reduce the
radius a little bit. Also, we need to move
all these edges on the Z axis to avoid shading
issues in the future. Now we can close the tap part and insert it for
this smooth edge. Since we have this
mess at the bottom, it will be very noticeable in the render end can ruin
the whole picture. Let's like these phases
holding alt and shift, select also these phases press control and
plus and delete them. Let's select these two edges, then press F. Now just like this edge and hold F to
quickly connect it all. Perfect. Now we can apply
materials for the main part. We'll need to create the
class material again because we created that material
in the first lesson. We just need to select it here. For the ad, let's also create a material and here we can
change the color to black. And ad metallic, if you
want your lead to be metal, and then we can reduce the
roughness a little bit. Texture the label,
we need to go to the shading tab,
create a new material. Let's also rename it
for more convenience, and it's always
press control plus team to be able to
import our image. Then we need to go
to the UV editor, and wrap it and select this UV map and play run
into the scale rotation, and position of the UV map until you're happy
with the result. After you're happy
with the result, let's add more details
in the shader editor. For that, we need to
create a noise texture. Connect it to normal, and
then create a bump node, and connect the noise
texture to the height. So let's play with noise
texture parameters. And change the detail to 6.2 scale to 14-26 and
roughness to 0.6. And decrease the strength of the bump node to
very small value. By doing all this, we made our label look more
like a paper label. Now let's select a cream
and create a new material. Let's focus on it
by pressing slash, and you can select any
cream color you want. Personally, I will make it
brown like in the reference, and after done, and then we can also reduce the
roughness a little bit. L et's hide the reference or place it on the
reference collection. Let's see how it looks
in the render report. And it looks good, and it's time to create a scene. Let's create a background, and in this render, the
ground will be different. Let's import the image as plain and select
the book ground. Also, we need to rotate
it on the gre axis. And then on the axis. And to play the
camera right here and on the camera view
portal to C right now, press Control plus
alt plus np zero. We need to move the image
behind the jar and scale it. L et's correct it, and actually
move it behind the jar. Now we can also go to the
shading tab and this image, change the principle
with DF to the emission. By doing that, we'll be able to make it brighter or darker. Now let's create an
environment for the scene. Let's create a cube and
we need to scale it in the x g and axis and give
it the shape of the board. To add more realism, we
can add abovel modifier. This will allow us to make
the edges not so sharp. When we add the Bovel modifier, we also need to press control
plus A and apply the scale. Then we can play with the amount and the
above all segments. Now let's add another modifier, which is called the
array modifier. This modifier will
allow us to duplicate the object in role
without duplicating them. We can change the
distance between the ports a little bit and then increase the amount and to get rid of the
shading issues, we can right click and
choose shade by angle. Let's return to the
main theme represent. Let's scale them. To the more realistic
size and place the boards in the way so that the jar will be standing
on these boards. To do that, let's go to this
menu and click here Faces. With control held down,
let's click on the jar, and usually it works, but right now we
have some issues. In this case, just let's
do it manually and move it on the x axis
and on the axis. Let's see how it looks
like from the camera view, and I think we need to increase the count in the array Medifier. Yeah, this will be enough. I also noted that the jar is now standing in the center
of the camera view. Let's move the
camera a little bit up and adjust the background. I can play around with the scale or the background,
with the position. It's absolutely up to you. As you can see, we need to
add a texture to the board. Let's do that. Let's go to the shading top and create a
new material for the board. And while clicking on
the principle BSDF note, let's press Shift plus
Control plus T and select all textures that you can find
in the description below. Now let's go to the UV editor. Press to go to the edit mode, then press A to select
everything, and wrap. We can also rotate the UV map, and let's see how it looks like. It's better leave it as it
is and don't rotate it. When you're happy with the
result, rotate these boards. Let's also duplicate them and rotate them on the x axis by 90 degrees and on the z
axis as well by 90 degrees. And play them below
imitating the table. Tonight wastes are
computers power also decrease the
count in the fier. And here what we cut at the end. Now let's select the camera and go to the camera settings. In the Depop field, let's select the
focus object ASR jar. Actually, for the better result, let's connect all the
objects in the jar, but we have the problems. We need to apply some modifiers. Let's select the lead, go to
the modifiers and check if there's any modifier except
of the subdivision modifier. In the label, we have the
solid defier modifier, so let's apply it. Now we can proudly select
all the JR object. And press control plus G two
connect them. Here we go. Now let's again try to change the focus object. To the jar. Now it looks pretty good, but we can do it even better
and add some more details. Let's press so plus
A and create images as plain and choose
leaves texture. We can also rotate it and
move it whenever we want, we can also move it
closer to the camera. You can also place
these leaves on the table or even on the jar. Create different renders. Then you can see actually
the difference between good render and bad render and improve your
skills that way. We don't need to change
anything in the render settings because we again set up
everything in the first lesson. All that have to do
is to press F 12 or go to the render and
click and render image.
7. Creating the Fourth Render: In the previous lesson,
we created unique renders by learning how to create
free models of the product, texturing them, create
lighting, et cetera. In the next free lessons, we will learn the techniques and secrets that professionals
use in lighting, rendering and general
secret that will help present the product
in the best possible way. I have prepared ready
made free models of the product that we can
use in our renders. Let's import them.
Let's go to the file. Then click on Import, and here we need to choose
our Fred model file format. Usually it's a ak or OBJ, but in our case,
it will be B file. And let's rotate our product
90 degrees on the greg axis. But for some reasons, it doesn't want to rotate
if I press our greg and 90, in which case, you can
do it manually and go to the side view
and just rotate it. And we can finally
at the background. As always for the background, we need to create a plane, scale it up, let's also move the sneaker up
to avoid overlapping. Then we need to go
to the edit mode and create a loop cut like this. Then press Control
plus B to bubble them, but don't bubble too much, and you will see in the future. Now let's go to the
shading to add materials. Since we imported this product, we already have materials
supplied to it. We only need to create the
material for the background. And our bground is going
to be a tennis floor, and to create it, we
need to first create the material and add
a noise texture. And connect it to the roughness. Also, we need to add a
color ramp in the middle. If you play around a bit with the black sticker
in the color ramp, and the noise
texture parameters. We can create an illusion
like after rain. If we want to see the
changes more clearly, you can press shift plus control and then click
on the color ramp. The black space will
be the wet floor, and the white space will be dry. You can play with the
noise texture parameters, and when you're happy
with your masterpiece, we can change the color. As court is usually orange, so let's choose that color. And now we need to add
another noice texture. And then a magic texture.
And connect them. And also create a bump node
and connect it to the normal. And we will have this
beautiful material. That reminds me of
a cloth material. But we can go further
and improve it by changing the depth of the
magic texture to free. And the scale to eight. Now I change the scale of
the M tecture to 2.1 or more dital to 8.4 and the
roughness to 0.7. And then reduce the
strength of the bump node. Now let's create a new material
slot for the background, and here we'll just select
the material we just created. And then click here to duplicate this material so we can easily change the color to white and not see any changes
to this material. We also need to apply
this material in edit mode to these phases. We beveled earlier. Let's them, click on the second
material and assign it. Now we need to play the camera, so rotate it and move
it over the shoe. Let's see how it looks
in the render view port. To make it more interesting, we can either rotate the
shoe or the background. Also, we can play with the HTI
strength and its rotation. After that, let's also make our shoe the focal
point for our camera. And it's time to
create some text. This is a very simple example. Just so we can learn
how you can use different types
of backgrounds in textures for a
scene and product. F just tate the text, text, and write
something simple. For example, Nike. You can also change the font and play with the text
and try different ideas. In my case, I need to put
the text on the floor. And this material
blends with the floor, we need to create it first
and change the color. Also, you can
change the material to the one and the floor. And then click here toplcate it, and then change the color. Once you're happy
with the result, you can hit the render button
and enjoy your masterpiece.
8. Creating the Fifth Render: Okay, let's import our
ready made Fredy model to create another masterpiece, so we can file, import, and select GLP, and choose the file from the
link in description. This free model consists
of several objects. For more convenience,
I want to make it so that when I
added this part, I added the whole camera
at the same time. As you can see it doesn't work, so to fix it, select
the whole camera. Then we shift
select this object, and press plus P, and select object
and keep transform. By doing this, we
will be able to clear all the parents
from this object. After that, we can
press control plus P, and select object
and keep transform. Now we can easily scale the whole camera by
scaling this object. Now let's create a rock. For that, we need
to create a cube. To that cube, we need to add
the subdivision modifier and increase level viewport
up to four or five. After that, we need to
add a new modifier, which is called display. In press new to create
a new material, then we need to go here, and Inside, we need
to select the noi. Here we need to increase
the size to 1.20 or so and we'll have the
result like this. But it doesn't really
look like a rug, but if we go to material
and click here, in edit mode, we can
change the shape. We can also shade it smooth and feel free to play
with the strength of the displacement modifier
and the scale of the varni until you're happy
with the shape of your rock. Once you're happy
with the result, let's add textures to the rock. For that, we need to
go to the shading tb. And create a new material. While clicking on the
principle BDF note, we need to pre shift
plus Control plus t and select all images from
the rock texture file. This is how it looks
like at the moment. But to add more bumps, we can change the strength
in the normal map. Here, if we change the xyz
parameters and the scale, we can scale the texture. When you're happy
with the result, let's go back to the main
scene and place our camera. Let's rotate it and
place it somewhere here. We can also rotate the rock and scale to a more
realistic size. And let's play the camera more accurately from
the camera review. I personally like when the
object is rotated like this, but you can rotate it at a
different angle if you want. Looks good. Let's see how it looks in the
render view port. Looks great. Now let's
create the background, as always, let's create
a plane and scale it. Then in edit mode, we
need to select this H and extrude the axis by pressing E. Let's also create a new material
for the ground. Let's go to the shading tab, and we just need to
create a noise texture by press plus A and a
bump no texture. And connect the noise
texture to the height of the bump node and the
bump node to the normal. A and also change the color. In my case, I would change
it to a darker color. All that's left to do is to
play with the noise texture, and change the scale, the
detail and the roughness. And also the strength
in the bump node. Once you're happy
with the result, let's create some
cool lightning. First, let's reduce the
intensity of the HDI. Now let me show you how
to create cob lightning. For that, we need
to create an area light scale it and place it on the left
side of the scene, and rotate it pointing
the light at the camera. Now we need to go to
the light settings and change the spread to one. Also, we need to go to the
shading tab to continue, and then making sure you
have the light selected, click on use nodes, and you can use any
texture you want to use. It can be a on texture or
magic or even wave texture. I personally will choose a noise texture and will
connect it to the emission. Also we need to add color ramp, and place it between the
noise and emission nodes. Also let's increase the
power of the light. And to see the effect
of the cobolt, we need to place these stickers
very close to each other. And also play with
the roughness, scale and the detail
of the noise texture. At the end, we can
increase the e strength. This is basically how
we create the cobol. When you're happy
with your cobolt, we also need to select our camera and in
the camera settings, change the focus
object to our camera. A and we can improve this rendering even more by
duplicating the gobble lighting, moving it a little bit
to the background, and then rotating it
towards the background. I also think we need
to change the scale of the noise texture
for this lightning. When you're happy
with the result, we can proudly hit the render
button and enjoy your work.
9. Creating the Sixth Render: This tutorial, let's create
something minimalistic and complete the knowledge
from the previous lessons. Let's move all the objects from the previous render to the
collection and n hide them. And to avoid wasting time
creating a new product, I copy and pay the can, we created earlier by present Control plus C
and then control plus V. And then we can hide all the excess
objects and collections. For this shot, we need
to rotate the can, 90 degrees by greek axis, and also create a
background and scale it. Remember that you can
use either meshes or fred models as a
background like in this case, or you can import an image
for more complex renders, like we did in the
previous lesson. For this render, we
need to add loopcuts on the plane like this by
present control plus r, and then we need to
rotate the plane on 45 degrees on the z axis. And now we can
create materials for the background and create four material sleds and then create materials
for each of them. Here we just need to
change the colors in the materials that will
look good with the product. I would advise you
to choose the colors that are on the
label or the colors that you can find
on your product or colors that are
very close to them. When we are done, let's apply the materials and go to
the render viewport. I think it is too right, so I will go here and reduce the strength of the HTI 20.8. Now we just need to select
the plane and in it, choose, and choose the
material we want to apply. And click assigned to apply the material to selected part. When you're happy
with the result, we can adjust the camera angle, and to always choose the right angle to
impress the audience, I would advise you to look at the different examples
on social media. It could be a pinterest
in thegram or any other inspirational media and learn the angles
that professionals use. Usually, a front view and a 45 degree angle like this
is the most common angle. But don't limit yourself to these two angles and try and
learn some indifference. Now we can finally add the text. Text is a very powerful
tool because it makes it easier to convey a
message to the audience, and tell why a
particular product is the best or worth buying, which will increase
your chances to attract more clients or increase
sales for your clients. Now let me show you a
trick with the text. To see the magic, we need
to create a ve, circle, scale it a little,
then go to the text, and in the text
settings in transform, in the text to curve,
select our curve. Now we can addit the shape of the text and make it
follow the curve. If you create a b the
curve, for example, instead of a circle, you can give the texts
the shape you want. We can also skew the text, rotate it the way you want, and once you're happy
with the result, we can raise it a little bit. And I would probably change the text and write it
in capital letters. And also change the font. Once you're happy
with the result, we need to change
the camera focus to can in the camera settings. I almost forgot to
tell you that we can give depth to
the text if we go to geometry in the text settings and increase the
extrude parameter. Also we can increase the
depth a little bit to make the corners of
the text so sharp. In my case, because I
increase the value up to two, I need to reduce it to one
and make it so bright. N one you're happy
with the result, we can render it
by pressing F 12 or click on the render
and render image. Then after render, we
can enjoy our work.