Transcripts
1. Intro 1: Hi, everyone. Welcome to coach. And in this course, I'm going to be showing you
everything you need to know or the type of
product or in lender. Tt from setting your references, from setting your references to modeling in after modeling, and I'm showing you
how I will be able to light this product
after lighting, I be teaching you
b to be able to share and text this
product in lender. After that, after that is done, I want to be showing you
how going to be able to exploit this click and foc
revolution or product. So I'll see you in class.
2. Part one refrence: H i guys, welcome to my
course in this course, I'm going to be showing
you're going to be able to set your reference
in blender, so it's going to be the
first chapter of the course, and so let's get started. The first thing that we're
going to be doing in this. But we're going to first of all everything which is
the scene by doing that, we're going to be pressing A. We're going to be pressing
A and after pressing A, we're going to
select everything, and we're going to
press x and delete. So now everything is gone, and we're going to come here
and press number Part one. So let me bring my I can see
clearly like maybe here. So I have pressed
number Part one. So after pressing
number Part one, going to go to
front feel and make sure the cursor is
in the word origin. That if you drag and drop your reference here is going
to be in the word origin. Now, the first thing
that I'm going to do is shift to show you how if your case is
not in the word origin, how you put it there, it's going to you're going to
come to the case and come to Cs to word origin and Once
you press that part, it's going to come and snap Now once that is done,
you're going to come here. Go where you saved your
reference image and come drag and rope and
press it here now, it's in the origin. Where the coser is now, the first thing
you have to do is press n and after pressing n. You're going to come here
to items and I' going to delete all of this
by pressing delete. You're going to press zero here, zero and zero, so that it
fits clearly at the same. Now everything is sad. Thing we're going to do is come, select your object
or your reference, and you come here to this part, which is where the opacity is. You come here and enable the opacity and decrease
it a little bit, so that it looks like
this transparent. Then you press G and put it up just a little bit here and
it snaps to the line. Here. Once it is here, you're going to come here
to something that I re love doing inv
this this fresh here. Call selectable,
you the selectable, and then you come and select this part so
that you know you won't be able to select it anywhere as long as you
have started modeling. Now that's it for the first part of this course of
setting the reference. Now, a reference is ready. I'm only going to be using
one reference at this time, but there are other
times where you might use more than
one reference. If you have an object
which have side one, side to side, which
are different, but for this one is only the s is just one shape that
you're going to be using. Thanks for sticking to this course at this
part until the end, and I was in the next
one will be showing you how modeling your object.
3. Part2 modeling: Guys will come back
to the course. Now I have showed you how you can set your
reference in Brenda. If you have watch that go wash the part one of this course. Yeah, the first part of
this course I showed you how I was able to
st this reference. Now for this part, I'm
going to be showing you how you can start modeling
your object in Brenda. So like I told you make sure that cos is set with
the word origin. And if not, press shift S, press Shift S and come to
Cursor to word origin. And now you s to
the word origin. So Once that is done, what you're going
to be doing now is that you're going to come
here and press shift A, press shift A and of
the pressing shift A. You're going to come
here and pick an object which suits what you're
creating for me. It's a cylinder. Now
I just put it here. And it snaps to the word origin. What I'm going to
do now is doug to x mod and come on the topia and select this part and after pressing that it's
going to be trough, going to be looking
like transparent. That's why I told you to
make this look like it is transparent because
it is not transparent, it is not looking like
this transparent. I don't know how you're
going to call it. But when it looks like this
if this one becomes to, let me show you first
of by coming here. You have to know this
is really essential. So if you don't select it
and you make it like this, you can see you cannot
be able to model this, but it's better when you're not it's better when
it's like that. So opacities are needed. For example, what happens now? You cannot see off, but
once it's like this, Now we can start to
see your object. Now we come and
slit your object, and we're going to be
starting wing object. Let's start by pressing
the cylinder to the top to face this
line of the x axis, and by doing that, I'm going to pressing
g z and putting it up. After doing that, I'm
going to press tab. After pressing tab, I'm going
to come here and select the bottom vertex and press
control B and this part. By way I'm holding that
I'm going to come and score some of this and
make it fits here. Let me see on the reference. It's here. Now, and
I'm going to make sure this object aligns with
my reference image. It doesn't matter if it fits well as long as the same size, so Now I have done that. I'm going to scare a little bit. Put it right here. All right. Now we have
modeled our bottom part. I'm going to come here and
select select the edges. Edges It's vertex. I always sticking the edges. This is the edges.
This is the vertex. I'm going to be setting this
vertex and I'm going to be scaling it a
little bit like here. And I'm going to be
also scaling this here. Let me just come.
Pressing shift B zooming and pressing G, z, putting it here, and I'm going
to scale it a little bit, a little fit here, and I'm going to select
this and scale it a little bit here and now. You see now it is matching and
now I'm going to add in a, I'm going to add in here, skate it a little bit
a little fits here. So now, like that. Another thing that
I'm going to be doing is by paling all of this tic. Yeah. So I'm going to c and select these tic here and press Control B and pale them because everything in
the rear word is paper the. You cannot find
anything. It's too shop that doesn't have the paper. So now that's done. All right let's
go up to the top. That going up to the
top photo to fit the reference S Z
in the like that. Now it's very well. Now what I'm going to
do is come here and go to the top and press have
come in the top of tex. Now I'm going to press, z, go up in this, but I'm going to extrude
in a little bit. I'm going to press E
S scale a little bit, press Z, going up just
a little bit here. Now I'm going to press
E S G. Press E S, skated a little bit, press E, z, skated a
little bit on the top. Maybe I can just
put it right here. Now I'm going to be do for a
void and for the mistakes. I'm going to be
deleting this top but go out dug out to the x
more so I can see it clear. I'm going to let this top
and come back here at this pot I'm going to be
pavling out of the edges of ti. I don't know what you're
going to be. Now I'm going to be paving this silting these lines here. I'm going to be
selecting this p here and rotate a little bit. Let see dug out of this x lag. This is the bottom
press control. By holding the
mouse and selecting this press control be be of the being's
going to be like this. So really like now. Let's this one also. And I'm going to be
pressing control, paver this ping this this
part also in this part. I press control to the part. Now let's go back
to this object here and come Now we
have mod this part. Which is the bottom one, m
to model the top one also. The way I'm going to be
doing this stop one, I'm going to make it separated. What I'm going to
do is press tab, come here to vertex and select the top vertex here
and press shift. Of the pressing shift d, I'm going to press scale. Get it a little bit like here
and press e z on the top. I'm going to be pressing
to select everything. Let me I don't think
you're seeing you seeing me put it in
the center to see. Now you didn't see this. Let me return back
a pressed L. And then I selected everything on the top and I
select the selection. I selected pn separated
by selection. And now I'm going to select
the top part and press Z and the put it back here,
a pressing tab. I'm going to come here
press Z put it up like so, and I'm going to come a control B Yeah I
have to fill this pot. L just tell have great feel. All right. So that's feeling so I
was going to show you how I was I was going to show you this after but let
me just explain to you. So in order to pale something, you have to have
something on the top, which is going to make you be
able to pale without that. I don't think you're going
to be able to do that, or you can just I don't think you'll be
able to pave the top. So The other thing that I which I did here is to
add the grid field. The grid field, other
than pressing F, F is going to only
add in the face here, but it's not going to
add a good topology. So by grid field, it gives you the good topology to your object
that allows you to have the top to your
object and man, you're going to be
adding some new N wrap on the top here, but I don't think you're going
to be using the VN rap as. This will really help you
at all of your model. Good fs is a good thing a thing to use when
you're modeling your end. Let's continue to act. I'm going to go to the top. And now I'm able to start
pavering my top part. I'm going to select this
part, pressing control, coming here, not like this, pressing control,
select this part. I don't need this one.
Les coming on the way so. So pressing here, controls control control, one. Ex controls two av
better like this. Now our object is vs.
Now that's a good thing. What else are we going to do? You're going to come here
at this bottom and start matching it to the reference
because I want to make it look more Good and clear. I'm just going to scale. Scale this little bit here this one also has to
be scale little bit. This one also scaling it
just a tiny bit here. Now It's good. And now I'm going to be adding some cuts. Let me just show you. Let me just show something. How you can make
this stuff outstand. I don't think I'm going to be needing
this reference anymore, so I'm just going to hide it. So now, what I'm going to do is come here to the modifiers and add the subdivision modifier
like on the level two, I'm going to press tub
and come here on the top. Press control era
and bring it here. And Now I'm going to press this one also adding some carts like two
of them added here. Let me bring back
my cavity on here. So. And how I'm going to come here, and then another one here. Maybe like this put it here. Now I think it's like
we are done here. The subdivision surface is used for making
things look smooth. If I didn't have a group cuts. This one wasn't going
to be to sh you see on the bottom here some
Looking at this part, it wasn't going to be like this. So in order for it to be good, you have to add a subdivision surface
and add now cut here, and now it's out very well. Another trick that
people use is by coming here and
coming to normals, normals and enable smooth. She smooth. Let smooth
object have changed. Another thing I'm going to add
to this part to the top is the solidify modifier enable only the rim and it
like this cate here. And the subdivision
surface modifier Put it on the top. And
now it's way better. Let's come and do some crass and pressing
A shades move. I think it's better if pave of this spot pas Control B. I be tell
that looks like that. And an too much. I think I so that I need one at here,
just go to it. And now we have this edge. I think for the model,
I probably now. Now the mod is done. But one more thing
is that I have to I have to come in
put it back there. I'm adding the
background so that I I'll be only showing you
the next step of light. So I come in I come shift
in the plane skate. Maybe like this come rest. E Z and skate. And to this. I it after being it, I'm going to come and
smooth scare x axis. Now it's nice and clear. Is not it's going to be white. Now once I'm done with this, the other thing which
I'm going to be doing is by coming here and and the camera like
pressing shift A camera. So I'm going to code to
see that I'm going to see in the camera so C art view to capture the deion this
I count the camera view displays this one,
make it black. Now we have done this. It's time to come and start it's time to come and start adding sites. Guys, thank you for
sticking to this until this part of my legs. I really appreciate you if
you have come this far. Now, I think I'm going to cut this a day and I'm
going to be back showing you how
we're going to be able to light our
product in plan, how we're going to be
adding some point lights, area lights, all of
those kind stuff, showing you how you can add in the three point lights and also show you if you don't
want to use the light, how how you can add it an HD. But for me, I'm going to
using three point light, that's what makes my
product look really good. So I was in the next chapter
where I'll be showing you everything you need to know on how you're going to be
able to buy the product. So I'll see that that
4. Part 3 lighting: We come back to this case this is part three
of this course, I'm going to be showing
you how you're going to be able to light this type
of product in Blender. Here I'm going to be showing you how you're going to
be able to add in the next I and three point
light for this product. The first thing that you have
to do is that just like, make sure your three dcursor
is as in the world origin. You be able to add in
your light very well. Another thing that
you're going to do right now is to come
here to this world and come when you see this part which shows
like also what property. You come here and you put it
down that it becomes black. On the strength here, you're going to add in zero so that when you render the
scene, it becomes black. There is nothing. Also make sure that you have switched
from EV to cycles. Cycles type of which type of
type of piece you're using I have to have a GPU. It's better. For me, I have a GPU, so I'm going to be using a GP, but if it doesn't have a GPU, maybe you're using a
piece with the CP, you can just let it be CPU. It's also going
to it's better if you have GPU in your piece, a good graphic card. So now we are here and
let's see the camera. I have already did this. So I showed you this in the previous in the previous
part of the course. So another thing is
Another thing dif, I'm not going to be
I do field here. For the camera, I think I'm
going to put it like at 80. I'm going to go
back to sort view, 80 so that to behaving
with quality image, and I'm going to come there
and make it for k revolution. It's going to be this one I'm
going to be using this one. After making this one, I'm
going to do this come here. Maybe snap it here. Now our sin is ready. It's time to add
our first light. The first thing
you're going to do is go back to render view. Now it's completely
black because there is no lights showing what's
going on in the scene. We're going to come and press shift A after
placing shift A, and we're going to add in the area light and after
placing the area light, we're going to put
it up like this. Now you're starting to see some lights which is
coming to our scene. Then we're going to come here to the light properties and we're going to make
it like 1,000. Now we have your light, and change here, you come
here to the light properties, there is color, there is power, and also come here to shape
and make sure that it's disc, and now it's got
a smooth lights. Another thing is, I'm
going to deprecate this by pressing shift and
putting it down, and I'm going to
change this to be a point light and come here, where is g GY, and put it here. I'm going to be
scaling it at here, and probably like all I can do. So this is for the background, and this is for the top object. And now let me just
create it like this. In the previous video
in on my image, I showed you to like
a white background, but today I'm going
to make it black. So I love black. It makes things look way better. Now, But I'm going to be doing this in
the shading time. I'm going to be doing this. I'm going to be
showing everything in the shaded is one I have stated shading this object,
be making everything. Right now I'm going to be
focusing on the lights. Sorry for that. Let's go and's continue and now I'm
going to duplicate this light and make it and press
X and put it right here and press R y
rotated 90 degrees, but I'm not using 90
degrees actually, I'm p. That. I'm going to change
this from this to rectangular and for shadows. Now I think it is bear this. I'm not going to be
casting any shadows here, but the light is too much. I'm going to be to get like
500 that to be cat now. Another thing is, I told you that I was going to show you how you can add the nest. For this, I'm going
to be removing this. I'm going to be hiding
these lights that you can see what I'm
going to be doing. How you can add your
tight to the scene. N. This one is gone, this one is gone and
this one is gone. There is no light now. We come to here to
what properties. You come here to strength
if you want to add an ET and I mean
here on the era, you come on the environmental
pictures and you can open. Here. Let me see where
I put is the HDL. Download. Yeah. Let
me use this mh8k HDL. I just open it and now
it's going to add in some lights to you're going to add in the
strength for one. Asking yourself what's going on? I'm asking myself. Okay. So let's go to Shades. Object to go to word. And now this is the HT strength. This is I don't use light. It doesn't have full control, just seeing like senight, but it doesn't give you
full control of it. That's me. I prefer using three point lights
because you're able to control the
light reflections and all of those stuff. Now I made it tube lights. I'm not going to be
using this for me, I prefer using
three point lights. I only showed you this. I only showed you this
if you want to use an HT light for s. If you see that the light
is too high for you, we're just trying to
learn something more. This is how you can add. Maybe so you can just
add more lights, but for me, I prefers
three dip lights. Now I'm going to
delete this this image here and make this way zero so that I can bring
back my lights and now. Now for this, I think it's
good three point lights. I don't know what
the co repot Maybe. Image put it here shift and G, I put it here, g x R x on this axis. I need to decrease it just a
little bit so that matches like 300 and the size of it, Let me like this. G X. This is our usury. Set up my ceiling in the lights. Now this is done for the lights. We're going to go
through shading. Next thing. I just stick to this part of this courseware
I showed you the lights. Thank you very much. Now we're going to
go to the third part where I'm going to be
showing you how I can be able to add in some
shades, adding some textures. All of those stuff,
then finally, I'm going to show you
how you're going to be able to render the image for rest and be
able to post it 21. Yeah, I think that's f for this part. I've
seen the next one.
5. Part 4 shading: H welcome back to the course. This is part four I'm going to be showing
you how you're going to be able to shade
this product. The first thing that you're
going to be doing here is not making sure that they considere originally
done this anymore now. You just have to come
select this object. Come here on this
properties panel and select this and go
to shade as editor. Press this part and come here. You're going to press ends
to show you what I'm doing. There is first time using. Now I'm going to come and press. Now you have no,
the principal BSDF. For the scene, you
know, this c was black. So I'm going to come
here a way black. And I'm going to be using what I used in
my previous I mean, the one I used for that object, So this is the node that I used. So sim I'm just going to be
copying this like roughness. It's 0.465. And cc's full. And I just increased
this just a tiny bit. Now you can see it's
starting to look good. And now we're going
to add some details. The details are going to
be used by noise texture, which is going to make
it more realistic. I'm going to be
pressing shift A and I search for noise
texture and I'll be pressing it here
and I'm going to be and I'm going to
be pressing control. Is it t? Yeah, Control T. If this doesn't work, come
here to edit preferences, and search for noular. No regular is free, and you come and inevit
here and you come and save it or mit just
make it to save it. And that's all and you're just going to press going
to give you this. I'm just going to remove
from generated to object. Press it here and I'm going
to come and put it here. Now I'm going to add
in the bump node and it's call the bump node. After adding a bump node, I'm going to press
the factor to height. After pressing the
factor to height, I'm going to note.
It's the color. It's the color to height, and I'm going to add the bump to the normals and now
this is what we get. And we embed it
and that decrease the strength dining little bit like that and
decrease it more. And that s for here, it's 0.1 let me see the details. It's 2.1, the details to 3.7. Yeah, I used 3.7. Yeah, 3.7. And I
made it like this. Now I can see now, this
looks like plastic. That's it. If you're adding
more details to you, you can come in
adding more details. Now we're going to be adding the log the
bland logo of this. It's going to be
made separately. It's a text, but I'm also
going to be covering it to this p in this p. Let's come in and press tab
first after placing tab, I'm going to a root cut here and another one Here. Can we go the solid view. So come here control. Only by just selecting just the way I used when I was moving, and I'm going to pre shift here, press control, and also
shift and press control. So come like this and like it should be fast. Now it's done. I'm
going to light click, and I'm going to make it scene. And now I want to have
d to scene like this. By let click. I'm going to come in to fade. I'm going to come this part, and I'm going to assign this. Make a new material. I'm going to come to proper this panel, come here to this part. It's called the I don't know. The Shades panel y
complicated anyway. After doing that, I'm just
going to press assign. No. I'm going to have to
come here to plus and make it a sign after making
a sign and the press new. After pressing new, I'm
going to come here to shade. After going to shades, I'm just going to
come here this, but s the notes and I'm going to be bringing the bland logo. I can add to that object. So did put it. There is when I come here, just put it right here
and now do this and press and now we come here. Right now this far
the plan logo. Now it's time to
go to properties. No. It's time to go
to UV editor and press tab of the pressing tab. You're going to make sure
this is a line with go. Select everything by pressing A R 90 degrees and
you come and you put it right by X axis that
scale up like this. Get it up. I'm doing this very well. Oh, I'm not going to do this. Going to come this get a beautiful view of this. Now it's upside down. Now it's upside down. Yeah, you have to
dipres X and just it. Maybe 90 degrees is going to make it like
that. Maybe 180. I. So now I'ding it like this. Putting it right. Yeah. Yeah. And now object has this type
of g or the label. They call it a label. Now I think it's time to make this look more
realistic you can see Need some work to
do. We're going to come back here to the
shadows after the shadows. Let me see what I use for this. I use the noise texture
that you've been mapping that Let me
just do it another way. I'm just going to
come here to create the roughness a tiny
little bit like this, and I'm going to come here, press the noise texture. And put it here the
color to the specula and control T like always going to be neth
this a lot of time. This that's not
going to be object, going to be UVs because
have UV and rat this. I'm going to scare
this just tiny bit. Maybe one, is going to be
enough of nes decrease it. And I think it's going to
be better if I added this also QR it's not
transmission this. I will be like this. Now you
see get some lights on it so now time to do
something crazy. On the crease this, but I think the roughness should
be a little bit up. No, maybe like this. Yeah, like this.
This one is fine. And now it's time to add
to make this top one. Let's make it. I'm
going to make it red. Yeah, probably red.
Roughness down. And once the roughness is done, rough is down. What's going on with those and now I've got
the shining thing. And now the pin is. I think is making
me look like that. And et me go for this color. Now we've got the straight
refractions here, one is looking to smooth. We got the shadows what
I call it later now. Pre shift A adding
the noise texture. Adding the noise
texture control T, it's going to be object
because there is no V, and I'm going to add a
bump. Such for bump. Put the bump here, put
the color to the height, and this one to
the most normal to normals invert after inverting
decrease this come out. I select one shift
such for noise. Adding control after
present control T, shift A, for bump,
adding the bumps. Color to the height, the normals to the
normals and now we got what we had the
inverts and I'm going to crease the
strength down until the fit like this
and scale it down, just the tile bit
and put this to the specularity to
make it look like it's heavy from
generated to objects. I can even just put
it the way I want. But for me, I think I'm just
going to leave it this way. Now, it looks very well. The bumps. Just go to
make it like this. Yeah. So think product
is like ready now. Just like I told you guys, going to make this way black. Now look. Ad Now
the product look. Fantastic. This is
why I love blacks. And now No bad. Not bad. Now you can use this
whatever you want. So I think this part of shading, the lights, and all of those
kind of stuff is done. Now I'm just going to
come and render it in. I'll do that in a
separate video. The last part where I show you how to prepare to be rendered. But for now, But for now, I'm just going to
be showing you. But now, I'm just going to
be showing the beauty of. But you still need some work because right here you can
see you need some lights. I'm going to be giving some exercise for
you to understand. You still need some
tiny little bit work to look fantastic. But like this also, it's good. And now, if you have stayed this far in the
course, thank you. I really appreciate it. So I'm going to be
going to the next step, I'll be showing you how
you're going to be able to prepare your render
to the final, how you're going to be able to prepare your render and export this image as a full and use it whatever you
want to do post foo. Anywhere you want, it ts up to you don't know how you're
going to be using it. But thank you you stay this far. I'll see the next video. The part of rendering
an export footage. No. I see you there.
6. Last part: To welcome guys to this
last part of the course. W I'm going to be showing
you how you're going to be able to render this product. The first thing
you're going to have to do is to come here to the properties
panel and you go to the composite to to the composite you're
going to see this. You're going to for this
p shift for the noser. After this denisa, is going to come and you put it between the compositor
and the render view. After that, you're going to
come here to properties. After properties is going to
come here to view layers and enable the de noising
data so that you can get all the
datas of the denser. And you come back
to your compositor and you join the sables here, the denser to normals and
the nos album two album. And that's going to help you to remove all the
noise in your renders. And also, you're
going to have to come back here to properties after coming to properties,
you're going to come here. And if you have a GPU, it's good, but if you
don't have a GPP, you can use a CPU render
and make your samples 126 and make your
time limit here. You set it to you pay 60 and
you give you one minutes. And the samples must also P 126 and you come here down to the performance and
after performance, you tires, you're going
to make it like 100. After making it 100, size, the more size you have, the the more and the
better the render is going to come and make sure that you're rendering
it for k resolution. Now once that is done, you're going to
come here and press render and see
your final result. I go take a few minutes, but it's going to
be rendered fast, wait a couple of minutes and see what it's going to
come out of your render. Now because I'm using a GPU. It's rendering fast, but for CP's not going to be
running fast like this. I think it's going to be good to have a good
po graphical for me. I'm using GTX, it's
also graphical. I'm planning to grade to TX if you support me
in the future videos, but also this one is or image good and I'm
really really loving it. Let's see how the render
is going to end up to be Brenda just
renders the image, it's preparing it give it
that file that you like. Now you see it's
getting more and clear. I just did to go. Okay, now, guys,
D Render is done, and I hope you like my course, so I will see you in the next course and thank you for your time and
I really appreciate it. And please follow me on
this skill share account. I'm still growing.
Maybe I wasn't. I'm still also
progressing on ques. I'm still new. I
really appreciate everything and I'll see
you next time. I p.