Transcripts
1. Skillshare intro: This course explains the
process of making jewelry. No secretary going
step-by-step guide on how to model, design, render. My name is Jaime, and I will be your
instructor in this class. If you are a beginner, you can watch my other workshop, blender workshop for beginners. This class has been debated for the intermediate
users of Blender. I hope you enjoy
watching the class. See you in the third chapter.
2. Chapter One: Modeling Ring: Hello everyone, Welcome. This is the first chapter and this today we're going to design
this link which is here, and it's severely symbol. So let's get started. As you can see, it's a
lot of various sizes. And we will stick for 17 millimeter. So this
is the reference. We can move to the
reference collection or we can call it
the respective. Let's move it into the axis. We can start with, can use the centimeter,
I mentioned. And after that, we can
scale it to be 0.1. So we can start
with niche circle. And it will be radius of, let's say it will be 19 centimeter or
something like that. Of course we can scale. The scale is going to
be two and the x axis. And rotate around the
x axis 90 degrees. Let's move around
the minus four. And let's around the x axis and it's occlude enzyme runs away and apply
that rotation. And I'm always like
living and extrude enjoy. We can select this
edge and scale or select this vertex and employ or enables a connected only
and the smallest sphere. And move in the
way such as this. We will first use the Smooth and move around. Move in Hawaii. This one. That's fine. Let's apply or
solidifying the fire. Apply the scale and it will
be two centimeter maybe. Let's say it will be 1.511, 25.1 will be altered. And you can duplicate
this link and move to the trash can
if you'd like to, you can use later. What we have here. We
have this to be circle. So how we can achieve that? Before we can make two versions. One version, two B's circle, another version to be square. So let's move the y axis, shifted the envoy and go here. And we have to select
all this and the scale. Enjoy skin. Zero. The scale. And the scale in the z, x is zero. The move here. Let us know Cartier
and another loop cut here and cut here. And as I look out here, so living surface, I think
we can disable that. Let's see if we can the face and also here, this face. If we know the symbol for it. So this will be smooth. This will be smooth
and simplify. So let's disable all this face. So we have to ring is
how we can render them. In the next video, I will
show you how you can render it to be locally. Very nice and you can add
to your work for you.
3. Chapter One : Lighting Ring: Hello everyone,
Welcome. So this is the second video in Chapter one, how we can render. So firstly, we will name, rename this one so
we can rename it. You can rename Excel string. And you can rename the second rank shift to see bandwagon,
background or floor. So it will be scaled. To be scaled ten, maybe. The move and the z-axis. I rotate around here and rotate. Rotate and z axes. So we can rotate. And of course you
can add any detail. So shift to the oil and rotate Z and add
some detail here. So you can any detail
in video Oregon and the inset and exit food along
the normal, such as this. That's fine. Let's
apply some material. As this one will be. Let's
say it will be silver. It will be gray.
Metallic. Roughness will be going to one. And it's going to maybe seven. This will also be silver. And this one will be, will, be, will the metallic
roughness morning to one. And let's search for IRR for the gold or silver, 110,109.47. So let's return to the
gold, went to 4.47. And for the silver
one boy and one. And let's disable the reference and add the camera here,
control ultra zero. And the view will be here. And we can, if you want to add
more thickness, a similar symbol,
select some faces. And scale, let's say scale. And the local scale shifts, toy scale shift toward, if you wanted to add more
thickness, That's a fine. And for the floor,
you can checkout. Checker color on maybe blue color to be white. And for the lighting, I can add a real-life here. This one will be desk, maybe 500, maybe 400
for the first one. Here we have another area
like this one will be this. Maybe 105 will be, maybe. Alright, let's see. What we have. Is that fine? Of course the scale will be roughness and the lettering isn't fixed. Go to the render
settings. Of course we will choose distribute. If you have UVU or if
you have a laptop, you can use CPU. What we will do,
which maybe faster if you have the render, let's say it will be 500 is the only thing that will change. The title, will be 200. That's it for now. Follow the notion that
will leave for HME. And let's assemble. As you can see, we have finished the first chapter
and it's using Z. Now, I will change it and
use that feature of intel. As you can see, we
have some noise. Let's remove this wave. From here. We will this
electrode adenoids. And from here is that
the noise data and render some semblance
of maybe ten or 15. Have this image. And then let's close the image
and go to the converter. The noise. Normal, normal albedo, albedo and control shift. We have the viewer. If you render it again, maybe some will only 200. Let's click Render. After the execution,
you will see the difference is
only 200 symbol. It's now, as you can
see, it's a much better. In the next video,
I will show you how you can use it the HUD or hinder your scene instead
of using the area light. Like, I hope you like this that you see in
the next tutorial.
4. Chapter One : Adding HDRI: Alright, so this
is the third video in chapter, but of course, I will select all light and select also this
camera and move. Once we have selected this one, and move to the
camera collection. And let's disable. This
is kinda collections. Let's go to here and
environment to capture. And of course, you
should use an H here. If you go to HDRI Haven. We'll see a little picture. And you can search
for studio here. Let's use this one or this one, a photo studio,
and use it for k. And download after the loop. After the loop. So you can select Open and ROI. And using this one.
As you can see, you have liked to have
seen you have light your scene using
only the iterator without using any real-life. How you can change the
look of your scene. Let's go to the shader editor and using this Orland,
we have the HL. If you are from here,
the Node Wrangler. Within control T.
You can rotate. Let's add coronavirus. Let's enable it. Meaning it can look come to
and active control to zero. And the students will be willing to five. And you can rotate the
light as you can see. And if you'd like,
you can rotate as you'd like. Let's render. And in 2 min only, you have some image
as you would like. I hope you like this video. See you in the next chapter. In the second chapter,
we will design another and different soon.
5. Chapter Two: design top frame: Hello everyone, Welcome. This is the third video. Later, we will select this vertex and shift is
called selected shift, a UV sphere and the
scale bone to one. Our y 90 degrees
scale bond to one. And then rotate in this
direction and move such as this, scale, ZZ, smooth shading. And that's fine. This element can be another one. So cursor selected shift to D on the selection to coarser. And we will add finally, this declaration
at the very symbol will start from here to here. Select all shifts,
eschar selected. Bca, marriage, marriage emerge, emerge at center, or we
can delete one element, 0. Election to cursor. The cursor, and of course it's elected. Election to coarser. Select All and the sub-divide. And then we can end the x-axis. That's going g x. Let's add some resolution, 25. It will be Rowan, maybe 1 cm. And this is Control Alt. Control Alt. This is zero, and this also is zero. That's fine. We will do the
same on the other side. So we can use the eraser
tool. There is three. And the mirror, this element. Once other side, mirror this
element on the other side. And middle element
on the other side. This is the main frame. So select on
unselected the frame, control B to object. We have one frame which is here. The main frame will be silver. So enough talking.
In the next video, we'll see how we can add the materials and those are
interlinked for our ink.
6. Chapter Two : design the frame: So this is the
second chapter and do today we're going
to start a new design. You will make the
dream as follows. We can start from
the middle shifter, but we'll start from scratch. And I will start from a
range of around 20, 1 mm. We will start from centimeter. So firstly, we will say
that the circle will be vertex maybe 20 and
the radius 21 cm. And we will scale that later. Or X9 three degrees. After that. We can move enzyme
which will be 1 cm. So we will say it will be when the six and this direction
and due to elaborate, the marine modifier as arrows
will be in the direction. So we can enable the Caribbean. And let's extrude in the y-axis. This tableau is the rotation, and move in that direction. After the tool
selected the engines of our area and enable clipping or connected
only the smooth. Firstly, after that,
we can scale up, scale down the scale
on Zoe like that. That point. After that, Let's enable the sphere
and the scale on the OIE. That's fine. We can now form the fire. Ablaze the scale. And it
will be two centimeter. And also, if you want to
find this, one, needs some, some I just want to,
so we can select any point from here and
enable the connected only. And this moves, then move on
the ROI to this direction. That's fine. Let's select some vertex here and the scale, and the scale, or the z zero. And move in this direction. Let's duplicate and move to, move to the trash can. Because we may need
to use this size. And we can call
it size 20, 1 mm. And if you want to
use another size, you can shift to D to duplicate the x-axis
to this direction. And shift is selected
another circle. The circle will be radius
of 19 or maybe 17. Then rotate around the
x-axis 90 degrees. The scale, this one to be
the same, such as this. So you have now,
this one will be, this one will be 17 millimeter. And this one is 20, 1 mm and so on. I think you have GitHub what
we have now made the frame. In the next video, we
will see how we can meet the top area. Then in the third video, we'll see how we can
add a condition.
7. adding decorations: So let's continue to have
lived in the previous part. We have seen here, we have a circular shape. We can do our best to
make it not round, but rectangle, such
as the reference. So we can select all of these squared on y is zero
and the move and the y-axis. And also select all of
these points on the scale, on x or scale on the
move enjoy axis. That's fine. If you want to make it more
safe, more secure. We can select all of
these warranties. And the scale shift to such as this scale shift
toy going tonight. And if you want to add a
subdivision surface, the coin and showed like you can
click this one and move. And if you'd like, you can say z axis, such as this shading and that's it. This would be called the frame. And we will also
duplicate the move to the trash can that we
can maybe use later. Let's start with the design. We will start from UV sphere and Ewald sphere segment the 20. And here maybe we'll
delete the lower bar. And the scale bowing to
one skill over time, bowing to the move to this area. And then move in the x is Alright. Let an array in the x-axis
in the other direction. So maybe minus three,
minus 23 time. And let's mirror in this direction and lets it another time. But we will make it visual
geometry and delete this. We can select all
elements, this element, this and go to the third mode. Control L or Control L on
the move in the x axis, the move in this direction. Finally, you can type here
name, reward or incentive. You can add thickest. This tick is, maybe I
will type a capital a. And or B, says the oriental geometry. And after that, of
course you will apply the resolution and from geometry, the sum dibs. And of course you will change the font to
choose another font. The next video we'll see how
we can add the condition to this element and how we can
render the whole design.
8. Test Render: Hello and welcome. This
is a force and they do, and how we can do
rendering for this ring. The necessity of
reassembled, we will add or make this
one to be silver and silver and other
would be another color. Or something such as that. There's three will
make this silver. So it will be here. It will be silver maybe.
Is that a newborn? 765? And also the roughness or
the metallic could be one. And the roughness
maybe going this way. And then it's going to fire it. If you want to add some
clear coat, maybe booing. Also here, it would be silver. All the conditions
will be another color, maybe bronze or
something such as that. So we can name it
cooled or bronze. The tools that are
seen as usual. We'll rotate it around the x axis and then moves
up here and rotate around z 45 or rotate around
z -45 and rotate in this direction. That's fine. We will select all. But before that we'll add
The orbital group scaling z2 and select this edge and
exit route in the z axis. Select this one, Control B. And share this moves. This will be called
as a back room. And maybe this to be black. Also. We can select I said, and the move to the
camera collection. And we will call it Burke. Firstly, we'll use the realized. After that we'll
use for our scene. Here, we have an area
light will be 50. Move here, rotate
around the z-axis. And we will start from 50 and
the color to be intensity. Again, area rotate
around the y-axis. And this will be the
film. That's fine. So firstly, we'll add the object is a criminal
conviction and after it's Control Alt zero is assessing for camera it
will be macro one to five, or one, or ten, or 90. And the loop camera to view, That's a fine. Letting need some modification. Is the light will be maybe 500, maybe 400, and the
hill will be maybe 50. And this one will be diffuse. Alright, so here we can render. Finally, do some testing center. Just turn that around 100
de-noise and just render. This is fine and everything
is clear about what happens if we want to
add more branches. If you want to add more designs, how you can achieve. In the next video,
we will see how we can render macro
shots and how we can adjust the field with
some of you adjustment and how we can do
some testing under, for our second chapter, I hope you liked this
video and I hope you found this chapter is useful for you
in the next video.
9. Dpeth of field: Hello everyone, Welcome. So
before we finish this class, we will see how we can do some macro shots and how we can address field using
some few steps. I will duplicate
this collection. So I will move here and
duplicate another time here. But we have duplicate
only the frame. Before that, we will select the frame and
click Alt or alter gene. Disabled or how is the camera? The're select all. Or you can select that
and select hierarchy. And we can name it. Rained go in. And
we can of course, add collection instance,
or we can duplicate the conviction from here
and call it during Q2. And the lecturing and
move in the x axis. And duplicate collection
and name it thrilling. Three. The object is on the
move in the x axis. Let's delete this
one and this one. Shift S corps
selected another one. We can type in any
thing, maybe a course. We will adjust the tone for the geometry. For the geometry. We will name it. We would at some depths, some extrusion and
some bevels, slightly. Me, blend tool and
duplicate in the x-axis. Sit around to geometry. We can do liquids, it will have digestive juices
for all letters of transit, we will adjust the
alleles for each gene. So rotate x. And Firstly will be run
to the controller to object to, object to object. Let's try the frame
and move the frame. Rotate 90 degrees
and rotate in the z. Rotate 90 degrees,
rotate 90 degrees. X minus or x 90
degrees. And our Z. After the camera. This one will be gold also. So it will be
called the boorish. This one may be silver. This one may be the same. And the roughness to be
willing or pointing to. Let's try to add the H zero. So now I have a cheater. We can now adjust to the
floor and the floor bliss. And we can select the rotate students to go into the color. This may be your
goal. Will select this B and select the camera. Field. Select the camera. This is if this tub
thinking is it to be 1.4 or one to five? Let's try to make it
metallic. Roughness zero. And this color to be
this one or this one. And delete. To
adjust our camera. This is a test render. We will increase, of course, total to be, for all
of these to be 12. And this will be 1,000. And the Troyes a
test, if it will.
10. Chapter three: design women bracelet: Hello everyone. This is the third chapter. In this chapter we will
design and to do our best to design and
similar woman bracelet, similar to this one. We will do the same concept, but with different color and
different tangent from here. So let's get started. As usual, we'll set up our scene. Firstly, I will sit up and
enable the screencast case. Maybe choosing lesser
or greater font. And that's fine. After that. We will design and draw
and care or circle. Maybe the circle, the
circle has vertex of 24. And we will delete or move this vertex. And control loss. And Zoe connected and duplicate. And z axis controlled MY x axis and rotate. Using or selecting
these two words vertex, we can merge them at center. That's fine. Let's look through this one in Z axis and select another time
and exit route. And exit through the z-axis. Control Shift, TB,
control Shift to be, Let's exit route, route in the z axis and x2
through another time. The truth and z axes. Control Shift to be, Control Shift to be fine. This is the base. We can select this circle or
this bracelet and shifted. And the move to the trash can or Tim collection collection. In the next video, we'll see how we can add more
details for our viewers.
11. design more elements: Hello everyone. This is the second
video in Chapter three. Here we will see how we can add some geometry
and how we can turn other element is Thursday we'll add the smooth
shading and secondary, we will hide the
Temple Collection. And we can now slide
and the slide. And we can make it one
subdivision surface. And after. Let's see, we can scale this to and and, and after that we will
convert, convert to care. And after that we will go to
the curve. Resolution 25. Geometry will be, and
let's increase it until we found something
similar to what we looking for. I think if we go for, let's just do that first. I think if we go for
1.5, it will be fine. And maybe the resolution
would be eight. Or if we go for lots of different surface to refine
and dismal shooting. This is the bracelet. If we go for two, No problem as it's
doing because a job, we will tell cab and we'll
adjust this element to be connected and adjust this
just as we would like. That's fine. Alright, no problem, no problem. No problem. Alright, let's
do the other elements. Of course we have
some elements here. So Shift S cursor,
selected circle, circle of 15 and
rotate 90 degrees. And the scale. And the scale. And that scale down. We can convert it to curve. And we're going to
start from torus, but no problem, we can
convert it to tourists. Excuse me, and convert
it to me. Again. Use this as an alt
is E, S, S is, so that you can have this item shift to D. No problem. We can go for the x's and for local or normal z, 90 degrees, 90 degrees
or 200, maybe 200. And move and this axis. That's fine. We
have done so far. We will firstly circle here. Circle may be 24 and exit road toward us. Photos, maybe this
one, maybe 20. And the scale down. And that's fine. For this one, we will
scale or we can. They looked at this bar, Control E Marcus him. And here also mark
scheme and select all and this one also. Or I just find that shift is selected and scale
down, rotate 0. And this is the first one. The second one would be here. But firstly, we'll add or
materials or add the label. We will go for the
UV editor and throws you eating. You unwrapped. Here's the top,
here is the bottom. Arrange. This element is, this one will be here, and this one will be here. And scale going to two. That's a fun, right? So, and after that
we will extraverted you villi, in the UV's. Uv's, we will call it UV's. Uv's over t B12 for the
bar to V. After that, we have imported,
we have designed any orders in
gameboard for chip. And we have reimported
that in there. And after that we have mixed it. The B energy, which is enabled with the metal
or the silver, pure. And simple. As I mentioned here, is to design this element. It's also very
simple assumption. We can select elements here, this one and this one. I mean the element here
and duplicate shift to D.
12. Homework: Hello everyone and welcome. So as usual, there
is a close grip. It is a homework for you. Just download this
file and do your best to firstly this
link and do robust to sign this item and upload the results to the
class project. And also do your best to
design this item from scratch. And if you face any
problem delta z, to contact me on the e-mail
or on the Instagram page. I hope you liked this class, students and focused workshop.
13. what next ?: So you have some class project. Your class project
is very simple. Just to model these
wooden library. Just the element is here. And add some accessory. You can add. Maybe just bled or some books, some gift card as you would
like and share your progress. If you have any question,
just don't use it to me and I will your spoon
do as soon as possible. And I am a proud to
see your results. Thanks a lot for watching this class issue
in other projects.
14. Design Knot Forever: Hello everyone and welcome. Today we're going to
start a new chapter which is about jewelry design. And we'll start to
the jewelry section. The first example
is very symbol, which is this bracelet,
it's called forever. Firstly, we will
make this part and we will attach these
spheres easily. I will go to the design
in that collection, we will, we can start circle, circle maybe has
vertex of sistine. After that the
radius may be one. Let's go here and mode
and delete this one. Maybe delete this
also and select one. After that, this is the
top and this is the front. I will rotate around the x
axis 90 degrees in the top. We can enable connected and move like this and that here. Then we can eccerude. Eccrude. And also Eccerude, excerude, etcetera. We have made the shape
I will after that, a subdue surface, we
position it correctly. So in this one we
can say that here. This one. Let's add here another subdurfacetrolD
control which is subdivide. I have a shortcut, can add any short cut using
click and change shortcut. This is the base
and I like it here. We can put the cursor here. This circle may be
24 or 26, 26 here. And the radius of
0.05 it's too large. 0.03 maybe let's decrease
0.025 fine for now. And the scale, so I will tate that in the
axis and move here. I will move that, it will be like this. I will late and move to maybe or any
backup collection. Then I will scale that here. Let me select this part and
scale on the Z a little bit, scale on the X, that's fine. I will convert that to curve. After that we can go here, maybe here in the geometry will add here and L, it's too large. We can say we have one, it's fine, fine. And we can now move that here, and move to be here. And move that to be here. And move that to be here. So we have Many options we can add,
circle and connect. Let's see how we can
implement that Also, I will duplicate that and
move to the tembe and then convert that to mesh. Or here you convert to mesh. Click and control, you
can extrude. Extrude. Extrude multiple times like this and simply do the same here. We can extrude again and make sure you have the s here so we can add
maybe a bin scale. That scale, maybe add the blane here and
I will add a blane. Rotate 90 degrees scale, 0.1 and move to be here. And this will be our options. And also to be here. Okay. Fine, fine. Maybe we add subdivision
surface and sink. We can go back to be here. Let's remove that. If
you want to make it, just select bird
and click or edge. Edge flow, we go here. And the flow, of course, we need the lobe. If may be, make sure
you see references. Clicks, filomzingd clicks, fellow click flow. Click set flow, Kl flu, right? Lit flow. I think we can move
that to be here. So a next let's define this
sport to have 16 vertex, so we need a sphere with
sistine vertex both here. Sctinedius may be bone on the scale, scale. Scale rotate around x 90
degrees and move to be here. Move to be here. All
right, let's remove that. What about we don't need that will both the cursor here and selection occurs like this. If you see the cleving, you can go to the view and make the start to
be large number then we can abridges
bridge here. We will do the same
on the other side. Control and shift X
rotate around the Z. Amazing. After that, let's
connect these two parts. This is what we have
now let's make it A. So we have made the design and let's
make it flow here. All right, we have
made the design, we can move that to the tips. Happens here. So a gold, if you want to fast results, you can go to the bling darket Search in the material for gold, you can find a lot of materials. Let's choose this one. I will have this also. All right, so I will
duplicate that few time. And another material, maybe this one, maybe this one. It's choose the best version. And let's choose on all we have here, added spark, metallic gold. Let's hide. And now we will
add the backdrop. This can be changed. All right, this is
the background, so this may be black or something. We will add the camera. I will move to the
camera collection. The camera collection
will include a light because it is
too small and microsot. I will leave the focus
to 150, control to zero. When you have shot such
as this and you are ready if you want to make
it such as no problem. We shot one is a clean
white background and one which has this black. If you go to the render view, because we are in cycles, you will not see anything
because there is no light here. You have it black.
Let's gradually add here in the top view, I will add a light's large, maybe 0.2 is enough. Move the heart or effect Noise will make it here. What next I will
duplicate or add here. Maybe Blaine scale 0.1 rotate, subdivide and add
emission shader stancy will make it quadratic
to make some follow. Stancy may be five
and also something. The same thing here. Rotate, but scale
maybe four times. Then it will be the flight. This one will be something white such as this here. Let's surrender.
Let's see effect, make it to ben. As you can see, you have
some shadows here, maybe 12. For now it's too. All right, we can also
add here point lamp. I will increase it
too high to see the see as you can see here. Right, the light is
here so we can move. Okay, I will make it 15, but maybe something
such as the background, I will make it completely black
and roughness to be zero, roughness to be zero, something like X gloss. Doesn't matter a lot. Okay, I will render
this for now. Here we have made
render for our jewelry. I see the reflection
is too smooth. We can also of save that, maybe five, save as. Let's make the second version of the render in 0.1 may be. And that's it. We can slick
the camera and adds field, this focus, we can
add dips to the focus and maybe 2.8 or maybe four, something better. Maybe maybe six is the best version. Here is the version
with deep field. As you can see,
it's much better. That's it for this.
Listen in the next video are going to see
how you can make the product so as white back.
15. render commercial shot white background: Here we are. So let's continue. I will save another version. Let's say it be
white back ground. That's fine. For now, we only
need one version. All right. I will make it
completely white, no problem. But in the visibility will make a shadow catcher
here in the film, we'll make it transiberent. We only need one, so I will move to
design, to collection. And for the shadow
catch for this one, we will make it such as this. We don't need, of course, dips field, this is sparky gold. Let's see, What about the scale? Maybe the scale maybe here, 600. That's fine, right? We have the gold, we have gold. All right. Solid surrender. And here we have a GD. And now we are going to
increase some bills. They may be such as this
and it will decrease. Let's see the performance. That's fine. Let's surrender. All right, so we have
finished surrender. Of course, you can
hide the shadow. Don't use the shadow cat. You can save it and
open background. But I think we can do that in the compositor
backdrop control shift and V V to them out. A, Alpha, alpha over. That will be in the top. And here we are. We have here clear
white background. But if you go in the color management
and choose standard, you will get completely
white background. As you can see,
this is the film, but with the standard, you can get complete
white background. Personally, I don't
like the shadow. Maybe we can move the ground lower so you
can decrease the shadow. The shadow is too intense. We can also use
color management, color balance, color correction,
and maybe brightness. That's it for this list.
This is how you can render the file
with white ground. And you can upload that to any commercial website
or to any online store. That's it for this tutorial. See you in the next example in which we will design an earring.