Introduction To Products Animation In Blender | Mwila Chileshe | Skillshare
Search

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Introduction To Products Animation In Blender

teacher avatar Mwila Chileshe

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

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

      0:49

    • 2.

      Product Modeling And Texturing

      18:43

    • 3.

      Water droplets, particle system and animation

      23:18

    • 4.

      Conclusion

      0:56

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

60

Students

4

Projects

About This Class

Welcome  to the Introduction To Products animation for commercial production in Blender.

In this class, you will learn how to:

  • Model any product and be able to add realistic material texture and graphic cover image.
  • You will also learn how to add water droplets to Product and any surfaces in blender
  • Learn introduction to particle system and be able to add some cool particles to your product animation

Meet Your Teacher

Level: Intermediate

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: Hello, guys. Welcome to the introduction to product and machine in Blender. In this class, I'm going to show you how to model any product and add simple materialistic material texture. All right after that, I'm going to show you how to add water drop plates to or surfaces using geometric node. And then we are going to go into introduction to part ecosystem. And lastly, we are going to make simple animation for a product and lender it. This is the good start for those who want to venture into commercial production space, right? So let's go into it. 2. Product Modeling And Texturing: Okay, so the first thing when modeling the product, you need to have the reference images and the graphic image poster, which will be our cover image of our product, right? So I have included in the lesson resources, the reference images. If you want to use if you want to model the same product that we're going to model, you can download the difference images. Or if you want to make a different product, you can get your own difference images. But for the graphic image poster, which is the cover for our product, I made this in photoshop. I guess you know one or two things about photoshop. And yeah, but don't worry. I have included it also in the lesson sources. You can download it, and we're going to use it as our cover image of our product. All right. So download the lesson sources, and let's go into it. We are inside blender. We're going to dri this cube, and let's also dt the camera and the light. Hose are coming in Brender for the first time. This is the Brender interface, and you can follow the screencast here, the keys that I'm pressing here. Okay. So the first thing in product module, you need to hit the difference image. I'm sure you've downloaded the lesson resources. I have included the difference images for this product that we are making in the lesson sources. So please shift a on your keyboard and come to image. And go to reference image. You're going to go where you've saved your lesson resources and load the difference image. In this case, this is our reference image. Click on Lad Difference image. So this is our image. Plus g plus t to move it in the Z axis. Come to the image data properties here, and then activate the opacity so that you can see through the image. So pre p to move it down and to align it with the base of the x axis, and also make sure that it's on the center and the image should be straight. It looks bond. So press error to rotate it to bit and make sure that it's standing straight, and also make sure that it's on the center of the z axis line. Pre x to move it in the x axis only. All right. So this is a reference image plus g plus y to move it in the y axis Just there. Place one to go back to the front view. To begin product modeling, you need to add the closest shape of the mesh to this product. In this case, it's the cylinder, we're going to add the cylinder. Place shift and come to mesh and cylinder. Click there. This is our cylinder. Place g plate to move it in the Z axis scale it down, place to scale it down. And place g plazt to bring it down there. Let's go now to the edged mode. Place tab on your keyboard and come to the edge mode. Activate the x ray tangle so that you can see through box select the top x, place glaze to move them in the z axis. Up to there. We can now begin to add the loop cuts and begin to make the shape of the bottle. Press control error, We start with the button neck. Place to sco Then another loop criteria, place to scale. Another one here to score down. Another one here to score down. When you reach here, books select the top vases and place to scale. Box set this again to scale down. Now, add another loop cut here and another one here. All right, select this loop cut and to scale out and select this one plus g, and to move it up and then add another loop ct in the met. And then box select all of them and to scale down a little bit. There. All right. So now let's proceed with the list of the bottle. So here add a loop cut. Okay. Move it up a little bit, add another loop cut. Place to scale down. Control error to add another loop cut to make this crest here. Place to scale and add another loop cut here, to scale out G, another loop cut to scale out. And select this one here and scale it out a bit. Okay, select this rope cut, scale it out, and align it properly. Let's add another loop cut here for this side. Another one here for the base of the bottom, scale it out, Make sure that it follows the difference image. So now to make the base of the bottle, let's go to the face selection mode and activate the X ray tangle, select this face here and treat it the face here. Then activate the tangle and this verses here and place X and the ses now when you select this verses, place to extrude, and to scale, again, to extrude to scale to extrude in the taxes to scale. Now you can extrude one more time to extrude and to scale. At this time, place to mage at center. Let's quickly make the read of the bottle, activate the X ray tangle and come to the face selection mode. Box select the top faces here, place shift D to dublicate and then place p to separate the selection. This is the mesh for the ad. So let's go to the object mode. Lename this one as the lead. Select the lead, place to go to the mode, activate the x ray tangle, box select a top x plus g plus to move it up, box select this verses here, S to scale out. Even this one has to scale out. So now, come to the first section mode, select the top face here and date it let face only. All right. So place out and select this loop cart. Place to extrude and to scaled down. Again, extrude down and to scaled down, trod one more time and mage at center. Activate x angle, go back to the tex section mode, s d x and place gate and align it with the lead or the difference image, and add loop cuts here, Okay. Okay. Another one here. Another one here. Okay. Let's add the last one here and there, right. So now let's go to the face section mode, deactivate the x ray tngle. We are going to subdivide these faces, place out and select all of them, and then let click on your mouse and subdivide. So now we are going to select these faces that I'm secting so that we can make the edges in our difference image Select the faces asm selecting. After doing that, place on your keyboard and then place to scale down, you're going to add these edges. Then when you go to the object mode, let's go to modifiers and add a subdivision surface modifier, this one, and then we get this. When we add a shade smooth, and we get this When we go to the edged mode, we can add a rope cut here and here. The next thing, we need to separate this. Go to the face ction mode, subdivide this face here, then select this faces here. And it faces. Now when we go to the edge mode to the object mode and go to the modifiers and add a solid multifier here, we get this shape. Now, let's go to the main bottle, add a shade smooth and also add a subdivision surface multifier one. So as you can see, it's taking shape. Let's hide the root. Let's add a rope car control error. Let's add another rop cia so that we can create a sharp shape, another one here. Okay, so let's now finish up the base of the bottle. Go to the face section mode and sect these faces that I'm secting these faces. All right. After doing that, front front orthographic view and place and to extrude. This loop cut here has to be scaled out a little bit, select this loop cut. Go to the front autographed view and S to scale it out. So there is our bottle. I think now you've seen that it has taken shape. Go to the object mode and activate the date and see it. I think now we are done with moding the bottle. It's now time to go to the texturing and UV mapping. Let's hide this difference image for now, so we are going to open the new window. So this window is going to be the sheder ed changes to the sheder ed, right? So st the main bottle and place here on you, and come on add and add a texture image texture here. Connect the color to the base color. Let's go to the material preview. This material, let's remain it as the bottle color. When you see on our reference image, the color of the bottle is green. Let's disconnect the image texture. The bottle color, we are going to make it green. Let's use the color picker and pick this color. And then we can just lower the lefnes. We are not going to do much. We are just going to make it a baski plastic cara, right? Okay, now we're going to add another material, add new material, place new. Let's rename it as a graphic cover material. Se the bottle, go to the edge mode. We are going to sect the faces where the graphic cover image is going to be. So activate x tangle and box sect these faces. And then come to the material image you've created here and place on assign, right? So we've assigned to the selected faces. Let's go back to the object mode, material preview mode. Place shift to add the image texture here, image texture, Come here on open, and you're going to go where you've saved the lesson sources, and you're going to load the graph cover material, which in the resources. This is the image, open the image, connect the color to the best color, as you can see. This is the reference image, plus contro to add the tdinat and detection mapping and go back to the mode with this surfaces still selected, Let's go to the UV here. Then let's select the image that we've just imported this one. Don't worry if it's looking jamboard. If it's not looking straight, we are going to unlap this bottle. This is a U V cylinder lapping, place one on your keyboard and B in the front orographviw. Then when you place u and click on sphere projection, we get this So even when we use cylinder projection, it has to be straight. So we are going to use the cylinder projection. Place and use cylinder projection, but you have to be in the front orthographic view. These other faces are not for this area where we want to add the graph cover material. Place L on your keyboard and move them out of the image. Now place l and select the main faces here, then place to score down, G to move the skull done? And then plus x to scale it in the x axis like that, and then just align it with the picture, the graph cover image. Make sure that it fits perfectly, like that. This is the image. Let's go to the object mode and see how it has come out. Now let's go to this material window here and let's bring down the lofness edit bit. Okay. So this is our product as you can see. So for the lead, you can just add this material here for the boto. So come here to the material bloser and select this boto cara. All right. As you can see, so the ad is now the same as the bottle car. Okay, so for this lesson, I think we are done. The net in the next lesson, I'm going to show you how to add the water drop plates, all right? 3. Water droplets, particle system and animation: Hello, guys. Welcome to the second lesson. So in this lesson, I'm going to show you how to add water groplt to any surfaces or products in Blender using geometric nodes. And then after that, I'm going to show you some introduction to part ecosystem. I'm going to show you how to make some co ptcosystem of our product. We're going to make just some simple part ecosystem for our product, right? So let's go into it. Okay, so to add water groplt to this bottle. Let's first join the lead to the main bottle. So please shift and select the main bottle and place control J. All right. So now, place one to go to the front view, place g plus t to move it up a little bit, and then place shift a to add a plane. Shift A and then add a plane here. So this is the plane that we're going to turn into geometry node. So we are going to go to geometry de pan this one here, right. Now the plane is still selected, come here on to add a new geometry node, and name it the quarter droplet enter. This one and then place shift a search for object info. Objective for this one. All right, put it there, and then here I distribute point on faces, sch distribute distribute point on faces, this one, and then on points here, add instances instances on points, add this one, and then connect this one to the geometry group output. Now, on this object info, select the object where you want the order to be. Get this picker and select this product in our case, and then set this detive and then come to distribute point emphasis and then here select poison disc, right? On instances, this one, add transform geometry, Transform geometry. This one. And then on geometry at UV sphere. This one. Don't worry about the scale. We scale them down here on Dads. Let's say 0.05. So this will be our water drop plates on distribute point on faces on rotation, add a math node. Search for heard and add this vector math, and then connect it to the rotation on instances on point, this one. So on scale, we are going to add Landon value. So put that in search and value. This one, Okay. So on vector here, set it to front this one here. Okay, connect it to scale. Set the minimum to 0.2. I think they are two match and then set the maximum to 0.0 0.90 0.8. Okay, so on transform geometry here, you can come here on the on the Z axis, increase this number bit. Not on the axis on the y axis. Just to add that four for the dropletes This is our ter dropletes. Let's add the materials. Here, I add realized instances. This one. Then on geometry add sad shade smooth, This one. On omet you add set material, set materials, and then connect this to the group output. As you can see, now, our outer drop plate are now in shed smooth. Now let's add a new material. Come here on material. Select this same plan the one that we heard it at first and then click on you. Then here on P B DF, click here, and then select grass BF, this one. Then we're going to rename it as a water. Then come here on set material, place here and select water here. Now on grass BDF, bring down the lofnes until it looks like water. All right. I think now you can see that the water flow plays layer. This is the geometry node. It's very simple. You first add the object info, then you connect the object info to distribute point on pass. Then you connect it to instances on point. Then on instance, you add a transform geometry. You add UV sphere. Then you just add realized instances set set smooth set material, and then connect the set material to the group output, and a dine Then scale add land on value and set this one to ft Don't forget to set to ft here. When you forget, they'll be jumbled, This one is not that important, even if you don't add it, right. This is our drop rate. Let's go to the layout and see it properly. Okay, so after adding the water droplets, let's add the background back drop for our simple admission, all right? Please shift it and add a plane, scale it out. All right. I'll put this in the first mode. Just follow the Just make it the way I'm making it, right? Okay. So add a shade smooth. So sect the product g plast to move it up here somewhere here. Let's add a material to our backdrop and add new material here. Let's name it as a backdrop. Okay. Okay. Let's the color which is on our product here. Let's get this one. Okay, so we are going to set our backdrop to translucent BSD F here on surface, come here and translucent, this one. Again, let's change the color to glean. Let's this car here. It's increase the blackness. Okay. Okay, like that. So now, let's add some simple particle system. It's an introduction to particle system, all right? We're just going to make something simple. P shift and add a plane. Okay. So now let's add a new window and add the camera so that we can be able to focus on what the camera is seeing, right? So this plane is going to be the source of our particles. So let's just add a camera. Shift. You have to be in the light of the graph. Shift and add the camera here. Then put it in front of the product. Bring it back here. Make sure that the whole product is in view. This is what the camera is seeing. Select this plane that you've added, place G placed to move it a little bit. Come here on particle system and then add a new particle. When you place play, you can see the particles here. But now we are going to go to field here and bring down the opacity and then come to the city here. Or normal type ten. All right. So we want the particles to be going up. So now, let me show you how to change this particles into anything you want to present the particles, right? So please shift a and add a UV sphere. Hi a sat smooth, duplicate it, place shifty has to scale it down. Duplicate, again, scale it down. So A a material, we are going to make this something like a water droplets. At a o material we created. Even this one o material. All right. So we are going to make this into a correction, select them all of them, and place new correction here, name it as water particles, and place. Now, you can even hide the ter particles in viewport hide in viewport, right? Hide in viewport, right, so that you don't forget. So let's go back to our plane here and go back to the part plot parties here. So here on Blender, come to Onder has changed to correction. All right? When you change to correction, come here on instance correction and and choose what a particles. The correction that we've just created selected, Okay. And then on on this lender, come to scale and increase the scale of the correction, a little bit. The particles adjusts moving first. Let's go to force field setting, this one here, and then we're going to add a taberns Let's try to add a taberns. Let's go back to the sit. Change this one to five, and let's go to effect here. Let's stick here, and then add a tabernsRduce the strength here. Again, reduce the strength to one. That's just the simple particle system that I wanted to add. Now we can add some writing and then make some simple animation that we want to make. For the simple, bring the case here, shift and click on your mouse. Then shift and add an empty. This one. Put it on the center, parent the camera to this empty. Select the camera and sift and select the empty and place control p and parent it. Let select this empty and lotate it. You're going to lotate the camera as well. Let's rotate it. As you can see on the camera view here. Like that. Let's select the camera and move it closer to our product. Tate it. So for now, let's not lotate this empty. Let's make it straight so that we can see how we can make the animation. Then we are going to add a keyframe on 20 on 20. Let's add a keyframe here. Bring the transform here on location. Select both the camera and the empty, and then come here or mass here and place, add a keyframe, even here. H. After doing that, we can move to frame 100, select the camera only and move it backward. Okay. This is the top view, rotate it so that you can put the product on the center. After doing that, you can also hover your mouse here and place to set a new frame. Also here on transform, place to set a new keyframe. And also select the EMT and place to set a keyframe on transform and also on rotation, place I select this keyframe and move it back on frame. In the front view place aratate the m t and then add a new keyframe here on frame hundred. All right. So when you go to F 20 and place play, you can see this animation, So our particles are making the computers, but this is just the simple mention that I wanted us to make. But you can explore more and try to make something even different from this. Just one more thing. Select the camera. This key frame, move it to let's say on f 50. Even for the empty, sect the frame and move it to from 50. So we can make a quicker machine. Shift sect the camera and book sect the key frame and move them back from from ten to skit so that we can start together with the particle system like that. You can change this into a graph d so we can add some On location. No, this one, this one, location. All right. So select this andro and bring it down a little bit like that so that it can enter quickly and then exit slowly, right? So as you can see, the bottle starts going first, and then it slows down at the end, all right, like, okay? Okay, I think it's cool. Let's add some light and then lender a picture, all right. And then we are done with the lessons. So let's go back to the timeline, this one, and then So on this window, we are going to set it to the lender view. So Place shift air here and go to right and add a point light, this one. So we're going to put this one at the back behind the back drop. So come to the light setting here and change the strength to 100 300. Okay. So this effect is what I want. So you can continue adding more right in front, add in different position on top and in the side and in front or the back drop right. I'll put this in first forward. Okay. So you can just follow how I am hiding these lights, and I can place them as I'm placing them. Don't forget to change the strength, the power. Lets hid another light just behind here. Please shift air and add a light, a point right. The way the water drop plates are looking like this is because we are in V. So go to the lender settings here and then change the lender to secos then here on device change to GPU compute. If you have a graph cad computer. As you can see, Our water now are looking perfect. Now here on render, you can let change the materials to 500 and also here on put. You can change it to 100 and check this noise. So now we can export a picture and see how it's coming out. To export go to on output properties and here on output, you can select the folder where you want it to be seed on your computer. And then here it's on PNG. So when you are done with the setting, you can come here on Linda and Linda image. Okay. So the image has been landed, come to image and the save. All right. So this is our image. We've saved it. Lastly, we are going to make the. We're going to lend the animation video. So our the start frame will be ten. The end frame will be 70, type 70 here, and then come to setting here. So we're going to use the same folder. But we're going to change here on format and select peg video. On encoding, change the container to peg four. This one here, video codec h26. Leave everything as they are. Just change here to FFmpeg and h on the container change to peg four, all right? Here on resolution. This is the HD. It's a HD. Now you can now place on render and lender and machine. 4. Conclusion: Hello, guys. Thank you very much for watching this crash. And when you when you finish the product, when you lend it, when you lender some pictures, make sure that you submit here on the platform to inspire others all right and so that we can keep chating here on the platform and see what you've right. And you can also check my other crases. I have other classes about character modeling and A. And also, I have the crass about the easy way to leg your characters in Brenda. For those who are interested in character modeling, and development, make sure that you check my other crisis, right? So, thank you very much, guys.