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.