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6 techniques secrètes pour créer des rendus uniques dans Blender qui attirent des clients

teacher avatar Nikdox Studio

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:00

    • 2.

      Comment créer une idée de rendu unique

      1:24

    • 3.

      Créer le premier rendu (partie 1)

      11:34

    • 4.

      Créer le premier rendu (partie 2)

      19:51

    • 5.

      Créer un deuxième rendu

      23:45

    • 6.

      Créer le troisième rendu

      14:18

    • 7.

      Créer le quatrième rendu

      7:15

    • 8.

      Créer le cinquième rendu

      8:06

    • 9.

      Créer le sixième rendu

      5:16

  • --
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Le niveau est déterminé par l'opinion majoritaire des apprenants qui ont évalué ce cours. La recommandation de l'enseignant est affichée jusqu'à ce qu'au moins 5 réponses d'apprenants soient collectées.

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About This Class

Vous avez du mal à obtenir votre premier client en tant que designer 3D ?

Et je vous comprends, trouver un client n'est pas une tâche facile, surtout pour les débutants dans ce domaine, et je suis également allé dans ce domaine

Et depuis 4 longues années, j'essaie de trouver la formule secrète pour créer des contenu 3D uniques dont les entreprises du monde entier ont le plus besoin et qui nous permettra de trouver facilement un client et de ne jamais être fauché, et je l'ai finalement trouvée !

Dans cette vidéo, je vous dévoilerai tous les secrets et vous montrerai étape par étape comment créer des rendus de design de produits uniques et attrayants dans Blender pour votre portfolio afin que vous puissiez attirer plus de clients vers vos services ou que vous puissiez surprendre vos clients existants,

Et grâce à la conception que vous acquerrez dans ce cours, vous pourrez non seulement trouver un client, mais aussi lui fournir plus de valeur (augmentation des likes, des abonnés ou des ventes), ce qui transformera un client ponctuel en client régulier

Ne perdez donc pas votre temps précieux et suivez ce cours pour acquérir des conseils précieux qui vous aideront à faire progresser votre carrière de designer 3D !

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Nikdox Studio

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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.