Mini-Class: Create a Vibrant Plastic Material in Blender 3D | Harry Helps | Skillshare
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Mini-Class: Create a Vibrant Plastic Material in Blender 3D

teacher avatar Harry Helps, Professional 3d Artist

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:58

    • 2.

      Creating the Resin Material

      11:04

    • 3.

      Rendering and Customization

      9:36

    • 4.

      Conclusion

      1:32

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About This Class

Hello and welcome to this Blender mini-class!

I'm Harry, a seasoned 3D artist with over a decade of professional experience and the privilege of being recognized as a Top Teacher on Skillshare, specializing in Blender tutorials.

In this mini-class, we’ll be creating a swirled resin material for this 20-sided die! If you’re familiar with tabletop roleplaying games, you’ve no doubt seen a plethora of multi-colored and eye-catching dice hit the table! I’ll be teaching you how to create your own swirled colorful resin material using a premade starter file!


We’ll end the class with rendering our newly created 20-sided die, and I’ll even provide tips on how you can customize it to your own unique style!

By the end of this short class, you'll be amazed at how easy it is to create this key component of your favorite tabletop roleplaying games!

So, if you're ready for a fun and colorful adventure, I invite you to join me in class!

Let's get started!

                           

Please note: This class requires Blender 4.1 or newer to follow along and utilize the premade starter file!

You can download the newest version of Blender completely free from their website! ( https://www.blender.org/ )

Meet Your Teacher

Teacher Profile Image

Harry Helps

Professional 3d Artist

Top Teacher


Hi, I'm Harry! I have over a decade of experience in 3d modeling, texturing, animating and post-processing. I've worked for a lot of different types of companies during my career, such as a major MMORPG video game studio, a video production company and an award winning architectural visualization company. I have worked as a Studio Director, Lead 3d Artist, 3d Background Artist, Greenscreen Editor and Intern UI Artist. My professional work has been featured in "3d Artist" magazine with accompanying tutorial content. I have extensive experience with Blender, 3d Max, VRay and Photoshop.

I love sharing my passion for 3d art with anyone wanting to learn!

Get full access to all my classes and thousands more entirely free using this link!See full profile

Level: Beginner

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Transcripts

1. Introduction: Hello, and welcome to this Blender Mini class. I'm Harry, a season three D artist with over a decade of professional experience, and the privilege of being recognized as a top teacher on Skillshare, specializing in Blender tutorials. In this mini class, we'll be creating a swirled resin material for this 20 sided die. If you're familiar with tabletop role playing games, you've no doubt, seen a plethora of multi colored and eye catching dice hit the table. I'll be teaching you how to create your own swirled colorful resin material using a pre made starter file. We'll end the class with rendering our newly created 20 sided die, and I'll even provide tips on how you can customize it to your own unique style. By the end of this short class, you'll be amazed at how easy it is to create this key component of your favorite tabletop role playing games. So if you're ready for a fun and colorful adventure, I invite you to join me in class. Let's get started. 2. Creating the Resin Material: If this is your first time taking a blender class, I'd highly recommend you start with my complete beginners guide to Blender first. This class was designed for the absolute beginner to Blender and three DD art in general. We cover every single necessary topic in order to get you up to speed and running and blender. We'll accomplish this with short and focused lessons that cover each topic from a beginner's perspective, utilizing a well organized starter file. We end the class with an easy project where you set up and customize your very own cozy campsite. With that out of the way, let's continue with the lesson. Due to this being a mini class, we'll be approaching this a bit differently than some of my other full length classes. In this class, I'll be narrating the making of this material, which you'll watch me create here on screen. This means this lesson will be a bit faster than you might be used to if you've watched my other classes, but it should still be a comfortable pace to watch and then pause if you need a moment to catch up. As always, I won't be skipping any steps, but I will be going from step to step without too much break in between. So if you're ready, let's jump right in. First, make sure you have starter file, underscore D 20 render, underscore zero one, downloaded from the project resources, and open and blender version 4.1 or newer. With the file open, you can switch to the shading tab found here at the top of the interface. Set the top viewport to the rendered viewport mode found here. Select the 20 sided die, also known as a D 20 in the viewport or the outliner list to the right. Make sure you're set to slot one found here to edit the resin placeholder material. Now we can begin setting up the principled B SDF node. Set the roughness to 0.22, five, Twirl open the transmission settings, and set the weight slider to one point. Twirl open the coat settings, set the weight slider to one point, and then set the roughness to 0.15 inside these coat settings. Now that we have the principled BSDF setup, let's move on to the color of the resin material. We need four new nodes to achieve this colorful gradient we want. So let's add those now. To add a new node, hit Shift and A to bring up the add menu. In the search bar, search for color ramp and add this node. Then again, shift and A, go to search, type in gradient texture. Again, shift and A. Search search for mapping. And then one last time, shift and A, search, and then add a texture coordinate node. We can now link all of these new nodes together in the order shown here on screen. Taking special note to use the generated socket on the texture coordinate node and plugging that into the vector socket on the mapping. Lastly, make sure you plug the color socket on the color ramp into the base color on the principled BSDF node. We'll start by rotating the gradient applied to our D 20 by setting the y rotation to 90 degrees on this mapping node. With our gradient rotated, all we need to do is adjust the colors using the color ramp node. Let's start by changing the positions of the sliders here on the color ramp. Select the black slider and set the position 20.36 using the slider here. Now select the white slider and set the position to 0.72. Now we can move on to changing the colors on each slider. With the white slider still selected, click the color bar at the bottom of the node and adjust the sliders to a red color. To do this, set your hue to zero. You saturation to 0.985 set your value to one. Now let's select a black slider and adjust this to a bright blue color. We'll set the hue to 0.6 the saturation to one and the value to one. With our color finalized, let's work on the surface bump. Again, we'll need four new nodes for this effect. We'll add those now. This is the same process as before, just with different nodes. To start, you'll hit Shift and A, go to search, and then you'll add a mix node. Now we can add a bump node, then a noise texture node. Then lastly, a bevel node. Before we connect these nodes, we need to set the mix node to the vector mode so that it can mix vector information properly. You can find that here in this drop down. Now we can connect these four nodes together in this orientation. Be sure to plug the mixed node output, the result socket into the normal socket for the coat, not the normal socket at the top of the principled B SDF. We specifically want this to affect the coat normal, not the base normal. Let's start by adjusting this new noise texture. We'll set the scale to 30, the detail to 15, the roughness to 0.5, six, the lacinarity to 2.1, And the distortion to 0.3. Now we can lower the strength of this bump node to 0.02 to lessen the influence of this noise texture. Lastly, we'll adjust the bell node to add some fake rounding to the edges of our numbers. We'll start by setting these samples to 16, and then setting the radius to 0.001. At this point, we're nearly done with the material, but we have the most complex effect left to create still. We'll be creating a swirled opaque fog inside the resin to mimic a purple ink inside the die. This will require quite a few nodes. However, we won't create them all at once, as that would be pretty overwhelming. We'll start with the basic grouping first and then branch out from there. Let's start with our first grouping of three new nodes. So we'll shift A to bring up the ad menu and add a mix shader, a volume scatter, and a volume absorption. Now we can plug the volume nodes into the mix shader. The volume scatter is plugged into the top and the volume absorption is plugged into the bottom. Plug the output of the mixed shader into the volume socket for the material output node. This is important as this effect we're creating is not a surface detail and is instead a volume inside the material. With this base set up, ready to create the swirl pattern inside the die. This will be a multi part process, and it won't really pay off until the very end. You're just going to have to trust me that these nodes will create the effect that we're after. Let's start by adding two more nodes. So we'll hit Shift and A and then add a math node. And we'll also add an RGB node. Now we can set the math node to the multiply mode instead. Then we'll plug this multiply node into the density socket on both of these volume nodes. Then lastly, we'll plug this R GB node into the color socket on both of the volume nodes. We'll come back to this RGB color in a moment. Now let's add some value nodes to the bottom, which will drive the intensity of this swirl pattern we add afterwards. We'll start by selecting the multiply node that we created and then hit Shift and D to make a duplicate of it, placing it down here. Set the bottom value slider to 1,000. So one, zero, zero, zero. Now let's add a new node by hitting Shift and A, and then we'll add a value node. We'll set this value node to ten and then plug it into the top value socket on the new duplicated multiply node. Plug the new duplicated multiply node into the bottom socket of the original multiply node. These two nodes that we created aren't entirely necessary. However, they make the values a bit easier to use as a slider due to multiplying a smaller number to create a larger one. We'll explore this relationship in the next lesson. Before we go any further, let's change the color on the RGB node we added earlier. This node will control the color of the swirl inside the resin. We're going to change it to a bright, pinky purple color. So we'll set our hue to 0.7, five, and then our saturation to one and our value to one. This color needs to be a bit brighter than we'd actually like it to appear inside the die. As the resin we're viewing it through, we'll darken it. The last grouping of nodes we need to add are the ones responsible for actually making the swirl pattern. We'll need three more nodes to create this effect. So we'll hit Shift and A. Then add a color ramp, a noise texture, and a texture coordinate. We'll connect them together in this order, paying special attention to use the object mode in the texture coordinate when plugging it into the noise texture. Lastly, make sure you plug the color ramp color into the top value socket on the original multiply node. Now let's adjust the noise texture to change the pattern of the swirl. We'll set our scale to 12.5, the detail to 14.5, the roughness to 0.54, the lacinarty to 1.9, and the distortion to 3.1. We have the pattern set up, but it's really subtle right now. We can make it a lot more stark by adjusting the color ramp sliders. So we'll select the black slider and set the position to 0.6, and now select the white slider and set the position to 0.73. You may notice after adjusting the color ramp sliders that the ink swirl inside your die seems really dark and has really sharp edges. If this happens to you, like it did here, then zoom out a bit and select the mix shader node. Delete this node, then hit control and Z to undo that delete. This will force the material to update and fix the really harsh swirl pattern, making it this nice, soft flowing ink that we see here. And that's it. We're done with our colorful, 20 sided die material, complete with a purple ink swirl. In our next lesson, we'll render our D 20 and explain some simple methods for customizing this material to your own style. I'll see you there. 3. Rendering and Customization: In this lesson, we'll render our D 20 and explain some simple methods for customizing this material to your own style. Let's begin. We'll start by rendering our final image. Let's head over to the rendering workspace found here. Now we can head over here to render and then choose Render image. We can also just hit F 12 on our keyboard as a shortcut. No I'll give your image a moment to finish rendering. With our final image rendered, you'll notice some additional compositing effects that I've added to the starter file for you. We can find these effects on the compositing workspace found here next to the rendering tab. We can see here on the left side that we have two different nodes creating two different effects. This glare node is adding the slight glow that we're seeing around the brightest parts of our image, also known as bloom. And this lens distortion node here is adding this rainbow blur that we're seeing at the edges of our frame. We can see that here in the corners. As well as along the edges of our die. It's relatively subtle and it's just there to add a little bit of realism. Feel free to adjust these effects or add to them as you see fit. For now, let's head back to the rendering workspace so we can save our final image. We can find that here at the top. Now, click on this image button found here on the left, and then choose Save as. Navigate to whatever location that you'd like to save your final image. And then down here, we can give it a name. As an example, you could name it D 20. Underscore final render, underscore zero one. Now we can go here to the top right and change the file format. We're going to switch it from P and G to JPEG instead. And then set this quality slider up to 100%. With that done, we can go down here and hit Save image. You now have a final image saved that you can easily share with your friends and family on social media. Now, let's discuss some of the ways that you could customize this material to make it match your own personal style. Before we start this process, however, I'd recommend that you first save the file as it is now. So go up here to file, and then choose Save to save this file in its current configuration. And now let's save a specific version meant only for the class project. To do this, we'll go back up to file. Then choose Save as instead. Now navigate to wherever you'd like to save this new file, and then we're just going to change the name. Down here, I'm going to cut off all the stuff in the beginning and type in class project. That's why I know this specific version of this file is meant exclusively for the class project, and I still have the original version as it was. Any changes made will only affect this version of the file. With the name changed, we can go down here and hit Save as. Now let's head over to the shading workspace, so we can begin making some of these customizations. We'll go up here, do shading. Then make sure your top viewport is set to the rendered mode found here. Then also click on the die in the viewport or in this list on the right, to make sure you can actually see the material down here. You also want to make sure that you're still set to slot one, which is editing the resin material. The most obvious adjustment you can make would be to the color of the resin. This would be achieved by changing the colors on the color ramp plugged into the base color. And that's the one here at the very top that's currently set to red and blue. So we zoom in here so we can get a better look. We can just select any one of these sliders here. So maybe we change this red one here and we'll make it orange instead, just by changing the color using this color wheel, or using these value sliders down here. So if we change the red to orange, then we can select this blue. Maybe we'll turn this green instead. Then additionally, we can select one of these sliders here. In this case, I'm going to select the far right one. Then I can click this plus icon to add a new slider here in the middle. Then I can change the color of this new slider. Maybe I'll make this more of a yellow, make it really bright. That way, there's a nice vibrant yellow band in the middle. You can also change the position of these sliders to make more or less of a color present on your die, maybe you want a lot of yellow and a little bit of orange and green on the edges, or you can move them really close. There's a really tight band of yellow just in the middle. Whatever you'd like to do. This changing of colors also applies to the numbers on the die as well. So to change the number color here, we can go to slot two by clicking on the drop down and then switching to numbers. And now on this, we're only going to be changing the principled BSDF color right here, which is currently set to white. So if we make this a different color, say bright blue, or we can make it black, whatever we'd like to. We can see here it's now updating the colors on this die. With our number color changed, we can go back to slot one to adjust the resin. And then, before we continue adjusting the resin, you could also select this plane in the background, which is the floor that it's sitting on, and you could change this color as well to better match the die. So maybe I'd want this to be maybe a light blue. Somewhere in this range. Now you'll notice because this die is clear, this color is affecting the color of the die as well, because we are seeing partially through this die to the background. So the darker this color is the darker your die is also going to appear. Take that into account when you're choosing your color. If you wanted to maintain the similar brightness that we had before, make sure your color stays relatively bright. Maybe I'll make this maybe a bright yellow color. For any of these materials, you can also adjust the metallic slider found here. To make a material metallic, simply increase this value all the way up to one. So you'll notice it looks a lot more metallic. However, it is also darker, so that's something to take into account. For now, I'm going to set this back to zero to leave it as this normal yellow color. Now let's select the die again so we can see the resin material. And then to continue this color adjustment, we could also change the color of the ink swirl inside the material. If we zoom out here and go down to the bottom, we'll find this RGB, and this is what's controlling the color of this ink swirl. So in my case, maybe black would look good to match the numbers. So I'm just going to pull this all the way down and make it black. And this is a relatively easy thing to change. So if I decide, actually, the black doesn't look great, I can just raise this back up and then maybe try a blue or a red or green. In this case, I think the red actually looks the best. I'm going to make it red. And now with our color decided, We can move over here to the left where we have this value node here, and this is what's going to determine the intensity of this ink. So if we simply drag on this slider left or right, we can change the intensity of the ink that we're seeing. So if we lower this number, we're actually going to make the ink more intense. So as I lower it down closer to 1.5 or two, you'll notice that this ink here is a lot more opaque and it's much more visible inside the die. But as we raise it towards the original value of ten, it becomes more subtle. In anything over ten, you start getting really wispy kind of very transparent ink inside here. If you're looking for a value that makes this ink a little bit more intense, we can set it down to around two, and now we'll see a lot more of our ink in here, but it doesn't look too unbelievable. The next change that we can make concerning this ink inside the die is by changing the type of noise that we're using. Right now, we have this noise texture set to three D. However, if we click on this drop down, and then change it to four D instead, you'll notice that we get a new slider here. Well, one, you'll notice that the die has updated here because we've switched the type of noise, but we'll gain a new slider here. And this new W slider here that it adds at the top is essentially the seed or the randomness of this noise texture. So by just clicking on this little arrow here, we don't even really need to use the slider. We can just click on this arrow once to the right, and we'll notice that the ink inside the die is just randomizing. It's changing its position. So if you find that you don't like the look of how this ink is dispersed inside the die, Just click a few times until you find one that you do like it. Maybe you'd like it to have a nice strong streak here behind this number, or if you don't like how it looks, you can just keep rotating through these numbers until you find a position that you actually like the way the ink looks. Then lastly, another thing you could adjust is the transmission weight slider. That's found all the way over here on the principled P SDF node. Well zoom in here to the middle, and we see here the transmission weight. This is what's controlling how C through our die material is. If we lower this all the way down to zero, we'll notice that our die is no longer C through. It just looks like a normal opaque plastic, which in this case, we lose the inside of the die. We can't see the swirls that we had, but it does change the look of the die to basically a different type of plastic, which you might prefer. You can also choose a middle value here to make your die through, but still a little bit more opaque than it used to be. Now, these techniques that I've shown you here aren't the only ways you can make your die unique, but it does give you a place to start. You could also try things like adding new textures to the swirl pattern to make it look different or applying a texture to the outside of the die to make the outside have a swirl as well. You could also convert your D 20 into a metallic surface rather than a plastic one. There are countless different ways that you can express your own creative style with a simple object. The renders you're seeing on screen are just a few of the different examples that I came up with to show you different ways you could change the die. When you're done with your own unique D 20, don't forget to save your render and post it to the project gallery for this class. I'll personally review every project submitted and give you feedback on your render. In the last lesson, we'll end the class with some conclusions and farewells. I'll see you there. 4. Conclusion: Congratulations on reaching the end of our class. I wanted to take a moment to express my heartfelt gratitude to each and every one of you for taking this fun mini class. Your participation and excitement for learning is incredibly rewarding for me as a teacher, and I can't thank you enough. I hope you've had a good time learning how to make this instantly recognizable tool of tabletop role playing games and blunder. It's been a pleasure guiding you through the basics, and I hope you've found this experience both fun and valuable. Now that you've got these new skills under your belt, I can't wait to see where your creativity takes you. I wish you the best of luck in your adventures crafting your own unique, 20 sided die. If you like this class, let other students know by leaving a review. Your feedback really helps me understand what you found most valuable in the class. You can leave a review easily by going to the reviews tab just below this video and clicking the leave a review button. I appreciate the support. After leaving a review, you might want to follow me here on skill share as well. You can follow me at any time by clicking the follow button above this video or by going to my teacher profile and clicking the follow button there. Following me is the best way to get notified when I release a new class or make important announcements. Don't forget to check out my teacher profile for more classes just like this. You might find something else that interests you. Lastly, I want to thank you all again so much for taking this class and supporting me by participating in the class project. I can't wait to see what you all come up with. Farewell for now, and I hope to see you in another class soon.