Learn the essential techniques for creating professional-grade product visualizations using Blender | NIYONIRINGIYE Theodose | Skillshare
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Learn the essential techniques for creating professional-grade product visualizations using Blender

teacher avatar NIYONIRINGIYE Theodose, i love 3d art and iam passion about it

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.

      Intro 1

      0:39

    • 2.

      Part one refrence

      3:43

    • 3.

      Part2 modeling

      20:51

    • 4.

      Part 3 lighting

      9:53

    • 5.

      Part 4 shading

      18:15

    • 6.

      Last part

      6:13

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About This Class

In this class, you’ll learn how to create stunning product visualizations using Blender, designed specifically for those who already have a solid grasp of the basics. Whether you’re a 3D artist, designer, or marketer, this course will teach you how to bring products to life with professional lighting, materials, and rendering techniques. We’ll dive into advanced workflows, covering everything from modeling to post-processing, to help you showcase products in their best light—literally and figuratively. By the end of this course, you'll have the skills to create high-quality product visuals that can be used for advertisements, portfolios, or e-commerce.

This class is ideal for anyone with foundational Blender knowledge looking to expand their skillset into product visualization.

 

Meet Your Teacher

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NIYONIRINGIYE Theodose

i love 3d art and iam passion about it

Teacher
Level: Intermediate

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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.