Transcripts
1. Introduction: Welcome to this course on modelling a soda
can in Cinema 4D. I'm Pete Merrick from Cleveland, ohio, and we'll guide
you through this class. If you've ever wanted to learn the fundamentals of
product visualization, this course will teach you the entire production workflow. From concept to final render. You will gain the
skills necessary to create realistic product images. This is a beginner to
intermediate course, and a basic understanding of Cinema 4D is user
interface is recommended. In this series of lessons, we will cover a lot
of topics to give you a solid understanding
of the entire process. From gathering reference images and packaging as inspiration. The creative and technical
steps involved with the 3D modeling
the soda can using parametric primitives and make editable function point
modeling and subdivision surface modeling the pop top using splines and conjunction
with nerves objects. Creating a custom
soda can labeled design with Adobe
Illustrator and Photoshop. And applying materials using the store selections function. Creating a three-point
light setup and seamless background will cover cameras composition
and depth of field. Rendering using Cinema 4D is physical render engine and
specifying Render Settings. Post-production techniques
in Adobe Photoshop including blurs,
sharpening, and vignettes. Three bonus lessons
are included covering an array of composition
in modelling, in additional
post-production techniques. Ready to learn the entire
product visualization process and roll today on Skillshare.
2. Inspiration: Before we jump into
the 3D environment, Let's take a moment to check out some soda
cans designs and some packaging that we could use as inspiration
for our own work. This website that
I'm on right now is called packaging
of the world. If you go to Categories, beverages and soda, this
will bring up a whole, whole bunch of different
soda cans designs and you could check
some of these out, get inspiration for
the shape of the can, for the types of graphics. Use the topography,
the illustration, that kind of stuff to gain some inspiration
for your own work. So this is a cool little
packaging design. Pretty different from most of the soda cans that you
see on the market. If we go back, there's
some other ones as well that are pretty nice. Here's a nice
colorful design that utilizes 3D renders
and some photography. You can also gain some
inspiration for composition, for how they're rendering out the camera views of their
different soda cans, how they're compositing
different elements like some of these
circles behind here, the layouts, the additional photography that they're using, that kind of stuff.
It's really nice. Let's check out some other ones. Here's a cool one that
just uses illustration. The entire soda cans, just a little bit of texts. But these look really nice. There's a really nice
consistent field throughout all these
canned designs. It's just one big
graphic that they used, which is pretty cool. Go through here,
check out some of these cans, gain inspiration, and try to define some
sort of direction for your own project on through create an inspiration
board for myself. While I'm modeling that way, I have some reference
and it'll help me to create my own soda can. Once you get some inspiration, let's go through and find some reference images that we can use for modeling our Can. We just do a Google search? We can go soda can, front view. Go to Images. You'll find a whole
bunch of images of just soda cans that
are straight on. So you want to avoid
images like this where you have a little bit of curvature
to the top and the bottom. It's going to make
it a little bit more difficult to model. You want to look for stuff
that's pretty straight on and this has a little bit of curvature than the
top and the bottom, but I think this
would be a good one. So once you find some
images, reference, if you could just right-click
Save Image As saving this to your desktop, whatever. Then from there we'll
import that image into Cinema 4D and
start modeling. Other things that you
might want to consider. Downloading our
nutrition information. Just do another search. You'll find all kinds of
little nutrition facts and stuff like that. You might want to even
search for a PNG, so it's a transparent
file that way it would be easier to composite
into your design.
3. Modeling: The first thing
we're gonna do for the soda KM project is create a project
folder for ourselves. If we right-click create a
new folder called a soda can. Let's open this up and we'll create three
additional folders. One will be called scenes, on other one will
be called renders. And another one, textures. You can place the files
that you've downloaded for inspiration for the front
view in this Textures folder. So now let's go into Cinema 4D. One thing that I wanted
to point out real quick Was there are a few soda
cans in the asset browser. So if I go into asset
browser type in soda, you'll notice we have this, Can we have this CAN. One of the things
that I wanted to mention is I don't want you to use either one of these
two cans for this project. We're going to model
this from scratch. These are perfectly modeled. They look really good, but you shouldn't use these
for this project. I want you to learn from the ground up how to build
this project yourself. The first thing we're gonna do is we're gonna go
into the front view. And we're going to go up to View and configure down here in
the attributes manager, right where it says
back this back tab, there's this image tab. We can click here. We can go ahead and locate
our front view file. Once we look at our
file, we'll hit Open. Now what we wanna
do is we want to scale this down to
real-world scale. This grid is getting a little
bit cumbersome to look at. You know, there's
a lot going on. So I'm just gonna
go to my, my filter and turn off this
work, work plane. Now it's nice and clean. Now I'm going to use a
cylinder to scale this image. So let's make this cylinder
height about six inches. As you could see, that
reference image is way too big. Make this CAN about
six inch height. And now we're gonna go
back to View, configure. And now I'm going to
scale this image down. So the height of
that CAN is about the height of that cylinder. Here we have 19, Let's try 20. And that's looking pretty good. And then I'm gonna
take this cylinder. I'll just grab these
little nodes right here. Just make it smaller until
it lines up with that image. Now we want to put enough
height segments in this so we can cut into
this and shape the can. So let's just say
we'll need 1234567. Let's just put an
eight segments. Segments. Now what we're gonna do is we're gonna
make this CAN editable. All right, Well
before we do that, let's go ahead and increase some of these rotation segments. Right now if we take a render, you'll notice these
edges are really jagged. Alright, so we're
going to increase these rotation segments. Right now they're at 16. Let's just bump that up to 24. And that's going
to make our soda can a little bit smoother. At this point, we can
make it editable. This button right here is
the Make editable function. Or we could hit C
on the keyboard. Right now we no longer have access to these
attributes down here, but we have access to the
points, lines, and polygons.
4. Point Modeling: Now that we have the
cylinder editable, what we're gonna do is
rename the cylinder. Can. One of the things I
wanted to point out was with these live selection tools, Let's go into this
live selection. And the default is this visible only as
checked on this tool. If I click and drag
this top row points, what ends up happening is
it only selects half of those points because it's only selecting what I can
see in this viewport. If you want to select all the
way through your geometry, this visible only
should be unchecked. So now when I click and drag and select
through those points, it selects the entire row. We can also use this
rectangular selection to select all the way through. The visible only should be
off by default on this tuple. Let's go back to our front view. And I'll grab this real points. And I'm just going
to click and drag by this green handle right here
to the bottom of the slip. I'm gonna take that
second row points, click and drag by
the green handle. Now we'll do the bottom. So if I grab this, you don't want to click
and drag arbitrarily. You always want to grab
it by these handles. So click this green one. Take that down. Let's do the next one. Take that down to here. We forgot these up here. So we'll go back here. This one kind of close and grab this one,
put it down here. Okay, so at this point we didn't really change the
shape of the soda. Can. We just align those points with that with that reference image? And we can go ahead and turn
off this grid here as well. So if I go Filter work
plane, I'll turn that off. Just makes it a little
bit easier to see in the viewport and declutter is
the viewport a little bit. So now we'll go through and
will shape the soda can hear. With my rectangular
selection still active, I'm going to select all
three of these top rows. Now I'll hit T on
the keyboard or grab this scale tool right here. One of the things
you don't want to do is grab this handle
and just drag this in. Let me show you what that did in the perspective viewport. That gives us this
elliptical shape on the top. What we want to do is we
want to click and drag in an empty area and
scale uniformly. Click and drag in an empty area. All right, we'll do
this in the front view so we can line it up. I'm clicking and dragging
somewhere off of here. Then I'm just going to
line that up right there. And then I'll go through, hit 0 on my keyboard
and that'll get me back to this
rectangular selection. Select these on the bottom, hit T, or go to the Scale tool. And scale these in
something like this. I'll hit E on the keyboard
for my Move Tool, 0 on the keyboard for my
rectangular selection. Then I'll scale this up
again, something like this. And then I'll grab those
points on the top, scale, those up as well. And then I can move
those into place. Something like this. Maybe these need to be a
little bit bigger right here. I can tweak these a little bit. So sometimes it's
not going to line up 100% with your
reference image just because there's a little
bit of perspective to that photograph that
we're using for the back. But I think this is pretty good. I think I might want to make that lip a little
bit bigger though. I'll just take those
points at the top, bring those in,
something like that. And then I'm just
gonna take these and scale those in
something like this. There we go. And now what we're
gonna do is we're going to create the top
and the bottom. So now we're gonna go
into this polygon mode. We'll go into the
live selection. And here's a situation
where you want to have this visible elements
only checked. Let's check out what
happens if I grab this. Grab a selection of the
top of the soda can. Look at this we selected
through to the other side, and we don't want
these selected. This is a good, good application of this visible only when
you're in the perspective view. I'll click off to
deactivate my selection. And I'll select these
top ones again. Now we can right-click and
inset and click and drag in an empty area and just bring that in a little bit,
something like this. Now we can right-click
again and extrude, click and drag in an empty
area and bring that down. Now in this view, I could probably just
grab this little handle. Just bring that up a little
bit, something like that. And I think that's
gonna be pretty good. Now we're gonna do the same
thing with the bottom. Let's stay. This polygon mode. We'll go back to our
live selection tool. And now I'm just going to
click these bottom polygons. Right-click, Set. Click and drag in an empty area. To do that, right-click again, extrude, click and drag in an empty area to bring that up. Now we can go into
this front view. There's bring this
up a little bit. Alright, so the last
thing we're gonna do here is we're going to
set some selections. The way that we're
gonna do that. We'll go to our rectangle
selection tool. And I'm going to click and
drag all of these on the top. Shift click and drag all
of these on the bottom. That's going to give
me a selection of both the top and
bottom polygons. And then I can go to
select, store selection. And I can just call
this top and bottom.
5. Smoothing: Now that we have
our soda can model, Let's zoom in real close and
let's take a quick render. You'll notice we're
still getting some of these jagged edges
around our soda can. What we're gonna do is we're
going to smooth this out. Right here. We have a
subdivision surface object. If I click that, what I'm going to want to do
is take my soda can. I'm going to click and
drag the soda can up until I see this down arrow,
and then let go. That makes the soda can a child of the
subdivision surface. Now what ended up
happening is we get this really smooth
look to our soda can. Now we're going to go ahead and add a few more subdivisions to this to give it a little
bit of sharp edges. The way we're gonna do
that is we'll go to soda can and we'll go into our
line mode right here. We'll zoom in real close right-click and we'll
go to Loop Path Cut. Now what we're going
to want to do is just cut a little path here. Cut a little path here. And that gives a nice crisp
edge to that right there. We'll cut a path here, maybe another one right there. And then we'll come
back into here. This extrusion. We go, let's look in a lot better. Additionally, you see how
this can is like tapering in. Now at the bottom, we'll want to add
another cut here. Maybe one more right there. Now, at the bottom of these, we probably want to do
this in the render, but I'm just going
to go ahead and add some of these subdivisions here just to make it
consistent with the top. Right down the bottom here, I'll add one and maybe
another one there. Alright, so now if
we take a render, we can compare that
with the one that we took in the intro to this video. Now have this really
nice smooth soda can.
6. Pop Top: Now that our soda
cans is modeled, let's go ahead and
focus on the pop top. If you recall from the first
video lesson, we took, we took this image as the inspiration
and the reference for our soda can pop top. We're going to use this image as reference while
we're modeling. I'll just push this over. In Cinema 4D you, what we're gonna do is we're going to use some splines and extrude
nerves to create that pop top. What that means is,
let's say for instance, if we create a rectangle and
there's perspective view, right now if I take a render, that rectangle does not show up, that rectangle needs
another object in conjunction with IT to
actually create geometry. Right here, if we click and hold that there's
this extrude object, we can take this rectangle, drop it inside this extrude, and now it created a piece of geometry with that rectangle. If I take a render, now get a piece of geometry. You need a spline and an extrude NURBS in conjunction with one
another to create geometry. Alright, so let's go ahead
and start on that pop top. If we go to the top, I'll create a rectangle. And as you could see,
this is really big. I'll go to my Scale Tool and
I'll just scale this down. Something like this. I can make this editable. I think this is pretty good. I could hit C on the
keyboard and that's going to give us access
to these points. I can go to my rectangular
selection tool and I can just move that up, these down a little
bit like this. Move those up as well. That can grab all these points
and hit T on the keyboard, that scale, I can scale this in. There's our rough
shape of our pop top. And as you can see in
the perspective view, it's getting lost right
in the middle of our can. It's hard to see this spline, but that's okay right now. We'll turn the camera
off in a little bit. But right now I'm just using that CAN geometry as a reference for how
big this should be. All right, so once we have
the basic shape of this, I can go ahead and start
adding some points. If we take a look at
this image again, you'll notice this thing
kind of curves up. It comes down, it tapers in, and then it curves
on the bottom again. So we want to try to make that shape as close as possible. The way that we
could do that is we can start adding some points. If I go to my, if I go to
cinema 4D and I right-click, There's this little function
called create points. And then I'll click
and drag, not sorry, just click one time
to create a point. And I'm going to create two
more points on the side here. I'll create another
point down here. Now I'm going to, now
what I'm gonna do is I'm going to make sure all
these points are lined up. I'll grab these two points, hit T and scale those in just to make sure that
they're totally lined up. I'll take these two points, hit scale, scale those down. I'll take these two
and scale those. They're perfectly
lined up on each side. Right? Now. I'll go ahead and grab
these and hit T for scale. Scale these in
something like this. And I can grab these
two points and pry, bring those down a little bit
more, something like this. Then I'm going to add two more points right
in the center of these. So let's go ahead
and create points. Boom, point here. All right, that's
looking pretty good. Let's take this top point, just bring it up a little bit. Take this bottom point, bring that down a little bit. Now I could chamfer these
edges on these corners. If I take Shift select
these four points, I'm going to right-click
and do a chamfer. I click and drag
in an empty area until I get those
nice rounded corners. All right, let's go back to our rectangular Tool,
rectangular selection. Grab these top and
bottom points, and I'll right-click and
just say soft interpolation. I can click these individually. Go to my move tool. I can just move that down a
little bit just to give that a slight little arc
like this point, bring that up a little bit. And then these two points, I could just go ahead
and scale those in. Right-click and do
soft interpolation of those points as well. This little hard corner, I'm gonna do the same
thing with that chamfer. I'll grab these two points. Right-click chamfer, click and drag in an empty area and just make that smooth. All right. Now, I still can't
see that spline. So what I'm gonna
do is I'm gonna go ahead and turn off my soda. Can. These two dots right here, if I hold down option on a Mac, click once, click twice. That turns off my soda
Canada viewport that out. Let me easier see
this popped up. Okay, so now we have
the basic spline. The other thing that
we're gonna need to do is create this oval on the top. And then an additional
spline here on the bottom. The way that we'll do
that is we'll start with we don't want to
be in the perspective. We want to be in
the top view port. We'll start with a circle. Again, the circles coming out really big in comparison
with this pop top. So we'll just scale this down. Then I'll move it up, scale
it a little bit more. Now what we can do is I
can make this editable. Then I can grab my Scale Tool and just scale it
in one direction. Something like this. Maybe up a little bit more. I can move that here. Alright. Now we need a little
rectangle down here. I'll create another rectangle
and the top viewport. And again, this is really big. So I will scale this down,
something like that. And then I'll move this up. That's looking pretty good. What we could do is we
can make these corners a little bit round with a
shame for function again. Let's go ahead and
make this editable. Then I'll grab all these points. I'll right-click chamfer, click and drag in an empty area. And that chamfers
those little corners. Now we need to connect
all these splines. I'm going to take
these first two. I'm going to right-click. Well what I did was shift select these
first two right-click, connect objects and delete. That's going to make one
object out of those. Now grab these two rectangles. Right-click, connect
the objects and delete. Now I can go ahead and use that extrude function to actually make a
piece of geometry. Again, remember when
I take a render, this does not create geometry in and of itself. These splines. You need to use it
with an extrude. I'll go ahead and
create an extrude. I'll take my rectangle, click and drag and
salt until I see that down arrow and let go. Now that extruded it a lot. Let's go back to this extrude. Let's start with
an offset of one. Again, that's pretty big. I'm going to go up here and just start
tweaking those value. Maybe it's 0.05. That might be pretty
good. Let's go see it. Let's see how this looks in relation to the
size of the can. Now go back to the
subdivision surface. Actually, I'm going to rename
that subdivision soda can. I'll turn this back
on by holding down option and clicking
these two dots. I can take this extrude and just move this to
the top of the can. And I think that's
probably pretty good. What we're gonna do is
we're going to round these edges as well. Let's go into this extrude. Let's go into these caps. I could start increasing
the size of this cap. Maybe now it's a
little bit too big so I can go back to my object. Instead of 0.50.05,
maybe as 0.025, maybe even less, 0
to about 0.105.01. There we go. I think that looks pretty good. Now we can just take
this and just make sure that it's laying
on top of that. Can you're having a
hard time seeing this. You can also go to the display and go display garage
shading lines. That's going to
show us our lines. So if we drag that down now it's laying
right on top of that. That's looking pretty good. It might be a little
bit too small. Actually, I could
take this and I can just scale the
whole thing up. I think that's looking
a little bit better. Alright, let's go ahead
and rename this pop. Top.
7. Top Details: Now that we have the
pop top created, let's go ahead and
create some more of these details in this top, like this Oval ring, this ring here, and the
rest of this stuff. If I create a rectangle, Let's scale this down. Now what I could do
is I could create another spline that it gets
sweep around this rectangle. So if I create a circle, I'll make that really small. And now if I take a render, you'll notice Nothing renders. Because we need to
use these splines again in conjunction with some sort of NURBS object to
make them build geometry. If I go here and hold this
down, Let's go to sweep. And I can take the circle
and this rectangle, shift, select those, click and drag until I see
that down arrow. And now that circle swept
right around that rectangle. Now if I take a render, I get a piece of
geometry and I can go back and I can
scale this down if I wanted to make that circle
a little bit smaller, I can scale this rectangle,
that kind of stuff. All right, so let's
go ahead and turn our soda can and
pop top back on. What I'm gonna do here is
go into the top view again. And I'm going to create
a circle spline. I'll just scale this down. Maybe something like this. And I'll just move
this down as well. What I could do
here is make this editable by hitting
C on the keyboard. Now I'm going to go to
my Scale Tool and just scale on one direction
to create an oval. I could scale this even
more if I need to. Something like this. I'm looking at my
reference image. I think this is
looking pretty good. All right. Now in the perspective view, we want to create an
additional circle. Again, this is really big. I could turn off both my
pop top and my soda can. And let's just bring
this down to one. You'll notice that this
circle is really big. So again, we're gonna
have to scale this down, let's say 0.02.
Maybe that'll work. I don't know. We'll
try it out. Now. I'm going to go and
create a sweep nerves. Take both these circles and drop it as children in the sweep
nerves. And there we go. Good. Turn this back to
garage shading. I could take a circle, maybe I can make this
a little bit smaller. There we go. If
we take a render, now we get some geometry. Again, this geometry is
a little bit jagged. So we can go into this circle and we can increase this
number to smooth this out. Now, when we take a render, you'll notice we get this
really nice smooth oval shape. All right, Let's
turn everything back on and we can take the sweep. We can just push this up here until it intersects
that pop top. There we go. Now we have that little detail. Now, you're going to have to try to figure out how to
do the rest of this stuff. So, you know how to use an extrude and you
know how to use sweep. All right, if we look at
this reference image, we also have this
additional circle in here. So try to figure out
how to make that with a circle and an oval. And then you can use a pen tool to create this shape right here. And then use a sweep nerves with a circle to create that as well, the geometry for that. So let me just show you
the pen tool real quick. The pen tool is right here. What you want to do is go into your top view and
you can just start drawing the basic form of this. Once you get that together, you can hit Enter and then
go into the point mode. In the Point mode,
you could start selected these,
selecting these points. You could do a soft
interpolation. You can rotate that around. You can move that points. Go to the next one, the next to do soft
interpolations of those as well, until you get that looking
pretty close to this, then you would create
an additional circle and put both of those
in a sweep object. All right, so I'm going to
have you go ahead and try to figure out how to make
the rest of these. And you should have
a solid grasp of the tools by now with the
sweeps and the spline tools, using those in
conjunction with the pen, you should be able
to figure out how to make these at the top.
8. Label Design: Getting started on
our labeled design, we can refer back to some of these inspiration images that we saved and try to come up with our own design
for our soda can. For your design, you should
probably have a name, some graphics, that
kind of thing. So a pretty consistent
color scheme throughout. One of the things that
I did was I went on this website called
free download.com. And it's got a bunch of vector, vector images and illustrations
that you can use. So I'm gonna do some sort of
fruit drink in Photoshop. I'm going to go File New. And I'm going to create a file
that's 1200 by 800 pixels. I'm going to start creating
my design with this. If I go to Adobe Illustrator, I could pick one of
these illustrations, hit Command C and then
jump back over to here. And then just go
File, Edit, Paste. And I could just do pixels and maybe make that
a little bit bigger. And then I'll just push
this over to the side. And I'm going to
create some sort of like background color. What I could do is I can just
pick a color from in here by hitting I on the keyboard that gives me my
Eyedropper tool. Then I'm going to just
create a circle around this using the mark key. Something like this. Go select, Select Inverse, create a new layer. Hit G on the keyboard, and just fill that
layer with that color. Probably want to
keep your layers all nice and tidy and organized. So I'm just going to
call this illustration. I can spell that
right, straight. And then color. I'm going to import
some additional things into my design. So I'm just going to import
a barcode in here as well. If I go to Select Color Range, I'll select this black. Then I'll just click and
drag into my document. And then I'll just
scale this down. There we go. Then I'll just
rotate this around. Keep this super simple. So now with this barcode, I can go ahead and lock
these transparent pixels using this icon right here. Then I can pick
some sort of like yellow color and make it
a little bit lighter. I can just paint our code. Maybe I wanted a little
bit more yellow. Something like this. There we go. I'm going to keep this
design super-simple. And this is the design
that I'm going to use for my soda can. I'm going to show you other
designs that I've made. So here's one can design. And then I just went ahead and duplicated that design
and just populate it, populated it with different illustrations
in different colors. Here's one for an apple, Here's one for an orange. Q0, strawberry, cherry. So feel free to make
a few variations of your design as well. So go ahead and pause
the video and spend a few hours creating a really nice labeled
design you can include, again, illustration, some
really nice topography, a name for your label.
9. Texturing: Once you have your
design finished, what we're gonna do is
we're gonna go ahead and go to Image duplicate. And now I'm going to
call this 01 Nana. I'm just going to go ahead
and flatten this image. I can go file save as you
want to save it as a JPEG. Your textures folder,
save as JPEG. Me, go back to your
original document and do the same thing for
all your other designs. Now inside Cinema 4D, we can go ahead and apply
that label to our soda can. Alright, let's go ahead and take our pop top and hit Option G. To group this together. We'll call this pop top. We'll go back to our soda
can remember when we created the selections on the
top and the bottom. That top and the bottom
is going to be Chrome. And the rest of this
is gonna be our label. All right, let's go ahead and go into the material
manager and we'll create a new default material. And I'll call this banana or labeled or wherever
you want to call it. So going into the color mode, and right here where
it says texture, where you have these three dots. And let's go ahead
and click that. And we'll locate our banana
texture. Let me just hit no. Now I'm just going to
drop this, my soda can. And you'll notice
the entire thing gets this banana texture. The top and the
bottom. I'll get it. So before we move on
and just go ahead and create a new
default material, we'll just call this chrome. We'll call this Chrome. You can also find some
really nice metals in the asset browser. So if you go into asset
browser and material, you could search
for metal and use any of these materials that come up for your top
and your bottom. But we're just going to
create this from scratch. Double-click this Chrome, and
I'll go to my Transparency. I'll right-click the default
specular it removed. And then I'll add a
reflection legacy. And that gives me this
really nice chrome look. I could take. I could just leave
this as it is. Maybe bring that
down a little bit. Make sure we can
just leave it at the default for the time being. Now this Chrome, we can drop
on the soda cans as well. And with this material selected, you'll notice down here
there's a selection field. All I need to do is take
this triangle and just drop it and just drop it
into the selection field. Right? Now we need to tweak
the, the actual label. Let's go into here. And instead of, so we'll select our label right here
where it says projection. Let's just try a
cylindrical projection. Doesn't look too good
of a cubic injection. This one might work. Let's go ahead and
select this label, select the soda can. And let's go to this
texture right here, this, this little
checkered icon. And if we go to scale, just scale that down. There we go. I can just move this over a little bit until
that's centered. Scale that up and move it over. And it's looking a little
bit elliptical right now so I can go back to
T. Scale that down. There we go. Scale it back up. Move it over. That's looking pretty good. Now we're going to want to
texture this pop top as well. And it looks like this pot top is kind of flipped it around. So I'll just take this. Just rotate it 180 degrees. There we go. Now we're going to want to take that Chrome texture and
place it on that pop top. You'll probably have more detail in your prop top than this one. And now we have our soda can. There we go, and it's textured. So let's go into this banana texture and
where it says reflection. Let's go ahead and again, remove this default specular. And we'll add a
reflection legacy that's gonna give
us a chrome look. I could take the
brightness way down because we want some sort
of reflections in this can. Additionally, we can
go ahead and add a now texture in here. That's going to give us
somebody bit more realism and bringing the mixed strength
down a little bit as well. All right, we might tweak these parameters
a little bit as we go, as we develop lighting
and that kind of thing. But for right now, we have a textured soda can
and it's looking pretty good.
10. Environment: Let's go ahead and
start creating the environment and
lighting for this project. So we'll take both of our
pop top and our soda can. We can right-click and group
these two objects together. We'll just call this soda can. Now what I want to do is we can get rid of this
background image. So if we go view
configure again, we can just turn off
the show picture. Let's go to the soda can. And now I want this to be all the way at the
bottom of this cam. I'm just going to depress
this enable XY tool. And I'll just move this down that up at the
bottom of the can. Get rid of that or
get out of that mode. And now we'll just push this up. So it lines up with this
red line on the bottom. Alright, so now we're
going to create a really simple plane. So we'll go to our
parametric primitives plane. We can resize this if we need. I'm just going to leave
this at the default. Now we're going to create
a material for this. I'll create default
material and I'll just call this could turn off
the color reflectance. Remove our default specular, add a reflection legacy. And I will add a
for now to this. I'm going to wear this texture is clicking this little
down arrow for now. And now I can click
this for now. I'm just going to change
this color to a darker gray. And I'll change this black
again like a darker gray. So we have a little bit
of abbreviation here. Alright, I'll take this
and maybe we could take this specular strength down and take this
reflection strength down a little bit as well. What we want is just some, a little bit of blurry
reflections in the floor plane. So that's what we're
creating right now. I'll take this, I'll
drop it on our plane. I'll change this to
a cubic projection. Alright? So at this point, if
we take a render, Let's see what this looks like. Now we should be getting some
sort of reflections. Floor. Get this little
reflection and you'll notice that we're not
getting too much, too much reflection on our
Chrome right now because it doesn't have anything in
the environment to reflect. Once we add lights
will start getting some reflections back into here. All right, so let's go ahead
and create a light source. So if we go down to lights, I'm going to create
an area light. And I can go ahead and name
this main light source. Since we have this dark
plane as the floor, I'm not going to enable shadows. I'm just going to
leave this as it is, leave it as an area light. And maybe this color we
could just make it a little bit more yellow. Something like this. Now, we can go up
to our cameras. Use camera select object. Selected object is camera. Cameras, navigation.
Use cameras. Selected object is camera. Now what's happening
is we're actually looking through that camera, or we're looking
through that light as if it's as if it's a camera. And the reason I'm doing that is just so I can position this light little bit
easier. All right. I just want to position
it somewhere like right here, something like that. And now I can go to camera, use camera, default camera. All right, let's
take a quick render. And now we're starting
to get a little bit of a little bit of
reflection in this. So if I go and I look
at my light source, let me go to details. I can shape this shape, this light source,
something like this. Let's go back to our front
view suit that's looking like. One other detail that I
want to put in here is showing specular and
showing reflection. Now we're gonna get this really nice highlight
on the side of our can. Let's see what it looks like
when we turn off Show and specular. There we go. Now we have this nice
clean reflection in our, in our Can. I could take this and I could
start positioning this. Maybe we bring it down a
little bit more this way. Let's see what that looks like. Let's look in pretty decent. Let me go ahead
and take out some of the rotation out of this. So I'll take this down to 0. And now we're getting
that specular highlight. Are that reflection
really nice and straight? And are can I can go back in here and turn
up the intensity. So maybe a 130. Take another quick test render. That's looking really nice. Alright, so now let's create
some additional lights. We can create a fill light on the left and a fill
light on the right. I'll take this main light
Command C command V. And I'll go ahead and rename this fill light for this one. And go ahead and
again, use camera. Make sure I have the
fill light selected. Use camera selected
object, this camera. I'm just going to position
this on the side of the can, something like this. And then I can get
out of that view. Default camera. I'll change the color of this
light and maybe it's some sort of like reddish
color or something, kind of distinguish that. Let's take another quick render. Now I'm getting this
nice light over here. I'm going to push it further
to the side as well. Maybe something like this. Take another quick
render. There we go. Now we're getting some nice
ambiance light on the side. I'm going to push it
back further in space. Let's just 0 this out as
well for this rotation. Take another render. Let's look in pretty nice. And I'm going to
create an additional fill light on the other side. So command C, command V, and I'll call this fill light
to my perspective view. Again, I'll go Camera. Use selected object is camera. I'm going to go to the
other side of the soda, can position this light,
something like this. I can 0 out this value. There we go. Let's go back to
our default camera. And let's take this color
and we could play around with some of these fill colors. Maybe this one's
more of an orange, something like
that. I don't know. Take a render, see
what that looks like. That's looking pretty cool. Now, this chrome on the top and bottom is still
not looking like chrome. Let's go ahead and try to tweak
some of that, that color. So if I go to this Chrome, I can enable the color. And let's just make that
a little bit brighter. There we go. I can
even bring down this brightness,
this reflection. Go. Now we're going to
get a little bit lighter top and bottom. That's looking pretty good. I could take this fill
light and I can play around with some of these
parameters as well. Maybe change the color, maybe bring it down this way a little bit further
while I look over here to see how it's affecting
that that reflection, I can even make it a little bit wider to make that
reflection wider. Let's see what
that's looking like. If I take a render of this, that's looking pretty nice
right now. All right.
11. Composition: All right, Let's
go ahead and group our environment and lights. Call this lighting. Now we can import a camera. Let's go ahead and
create a camera. The perspective view. Let's go ahead and
create a camera. We can look through
this camera by pressing this little icon here. I'll call this camera over one. I could just back
this up a little bit. Something like this. Rotate that a little bit. I can take this rotation off, just kind of gives us a
nice straight on view. And now we can reference some more images as far
as composition goes. How you want to compose your images is
completely up to you. You can go online and
search through other, other examples of how people are composing
their 3D renders. This is a nice little
view right here. It's just real simple. Here's one where it's
floating on these like little, little boxes. These are just lined up
right next to each other, a row of soda cans,
different configuration. So how are you going to compose? This is up to you. I wanted to show you a
few of the compositions that I set up for this project. Just to give you some ideas
for your own compositions. Here's one where
it's kind of like a V configuration or the back soda cans are
faded out a little bit. Here's another one looking down with some soda
cans surrounding it using the cloner
and the back. Here's one where I
imported a banana from the asset browser and
just rotate it around. This can straight on view. Another one with multiple
soda cans designs. Here's one using a
cloner and I'll get into this in a later lesson how to
create something like this. Here's another one.
Those might give you some ideas of how to
compose your shots. Go up to my render
settings right here. And instead of using the standard renderer and go ahead and change this
to the physical render. We can go into this
physical render tab. And I'm going to enable
this depth of field. I'll show you what that's
gonna do in a minute. Now I'm just going to go
ahead and lock my camera. I'll right-click rigging
tags and protection. All right, I'm going to
duplicate the soda can, but instead of
hitting Command C, Command V, I'm going to
use a render instance. If I go to here, an instance that creates a
duplicate of my soda can, I'm just going to
push this over. And I'll duplicate this again. I can hold down
Command click and drag to create a duplicate
of that instance. And I'll take both of these. I'll just push these
back in space. Something like this. I can do this in the
top viewport as well. Something like that. Take this one and
just push it over. Take this one over
the other way. I'll just create two
more instances of this. And again, how you
compose your shot, that's completely up to you. Just throw this one back here. I'll take this last one
and put it over here. So right now if I take
a render of this, you'll notice this
depth of field and made everything blurry and it's
increasing our render time. For test renders. One of the things that I
recommend doing is turning down the size of your test render
That's going to make everything go a
little bit faster. So if I go into my render
settings under Output, Let's just lock this
ratio and we could just start with a width of 600. And I'll just show
you demonstrate how fast it's going now, since it's half the size. Our previous render
took 14 seconds. This one is taking four seconds. When your test
rendering, it's always a good idea to test
render these smaller. All right, so now getting
to the depth of field, if I go to my camera and
I go to the Object tab, there's something
called a focus object. What I can do here is I could take this
little eyedropper, click and drag and just
click this first soda can. Now my camera is going
to focus on this and blur everything
else out slightly. So check that out. Now, this is completely in focus and the rest of these are getting more and more blurry as they recede
in the background. Let's just say this is
our composition one. I'm not really liking
how much dead space there is on the top of this. So I'm going to delete
this protection tag. This camera and just
lift it up a little bit. Sorry, push it
down a little bit. And I could push it
a little bit closer to the scene as well. Kind of digging
that right there. Again, let's take a test render, see what that looks like. Now we can go ahead
and lock this camera, rigging tags and hit protection. So let's take all these
soda cans and take those, and I'll just call
this soda a one. And now what if we wanted to
create a variation of this? What we could do is we could duplicate this
first showed again. I could throw the
rest of these off. Now, I'm going to duplicate
this one more time. Command C, command V. I
can just start importing, making new materials
for this label. So if I take this first
material, hit Command C, Command V. Now what
I can do is go into my Color tab and I can
choose a different design. Name, this peach. Now in this soda can, I'll just go ahead and take this new labeled design and
drag it over the old one. And I have a new design here. And I can continue doing that for the rest of my
designs that I created. And if you only have one
design, totally fine, you don't have to do this step, but I can go ahead and
duplicate this. Again. Go back into my Color tab. I can choose the next one. Replace this one. Go ahead and move that over. I could do that one more time. For however many soda cans
and labels that you created. You can go ahead and
duplicate these. There we go. Now this one's orange. I'll take that and I'll
replace that other graphic. And there we go. Move that over. So now I could take all four of these and I can drop them into a MoGraph Cloner. With this cloner is gonna do it's gonna duplicate
all these cans. And you can't really
see it because they're all kind of pushed
apart over here. You can see it
here in this view. What if I just go
to my linear mode? I can 0 out the y. Maybe I could take this
camera and duplicate it. Call this to look
through this camera, delete this protection tag. And I can just push this
camera back in space. Maybe something like this. Now I can go back into this
cloner and I can just start increasing some of these
numbers, increasing the count. I could take this
cloner, push that over. I can make as many of
these objects is I wanted. Here's the composition too. Let's take a quick
render of this. Let's put a protection
tag on this camera. Let's see what that looks like. On this camera too. We're also going
to need to focus that depth of field
on the soda cans. So let's go back
then this camera. And right here
where it's where we have this focus object. I'm just going to take
this picker and pick this.
12. Rendering: Now we're ready to render
out our final images. Let's go to our render settings. And now we can change
this output back to, let's say 1202 thousand however big you want
to render it out, but keep the film aspect
ratio at 16 by nine. And now we can go to the
physical render tab right here and right here where it
says sampler instead of low. You could turn this
up to medium or high. And of course that's going to
increase your render time, but it'll look a lot better. Okay, now we're gonna go
to this multi-pass tab. And I will add
image layers prime, not going to need all of
those in our final render, but we'll get you set
up some of those. Now I'm gonna go back to
my first camera view. Turn off this cloner. Now, let's go ahead and
specify a safe path. So we'll click Save. And I don't want
a regular image, I want a multi-pass image. And I'm going to specify where
I want the safe to go to my soda can renders folder
and I'll say first, initial last name, soda can, and view number one. All right, now I can
just hit Render. And that's going to render
out this multi-pass image, which we will adjust in
Photoshop. In the next lesson. Once the first one
is done rendering, what we're going to
want to do is go ahead and render out our second view. I'll turn off the soda cans, turn off, turn on these. And I'll go back to
my camera to go back to the Render Settings
and then save. Now instead of a one, I'm gonna do O2, hit Save
and render that out as well.
13. Post-Production: Now that we have our
two renders complete, let's go ahead and open
them up in Photoshop. Here's our first view. Here's our second view. Alright, so let's go ahead and start tweaking some of these. If we turn all of our
multi-pass layers off, we can go ahead individually and see which layer
is that we'll need. I think the only one
that we're going to need is a reflection. So reflection contains
some, some information. The rest of these we
can get rid of as well. One of the things
that you can do with these multi-pass layers is
let's say for instance, if at this point you wanted
more reflection in your soda, can, you could take
this reflection layer, it could duplicate it. Now you're getting
twice the amount of reflection than you
previously had. So that's one thing that
you could do with these. Another thing that you could do is you could duplicate
that reflection later. You can make a
slight little bloom around your reflections. So the way that you
could do that is go to Filter blur, Gaussian blur. Now if you zoom in, you'll notice you're getting this little bloom around
these highlights. So I have a radius of 2.6. I'm just going to
leave that as it is. And I can just
call this a bloom. That's probably a
little bit too much. So I'm just gonna take
this opacity down. Let's say something like
2530% or something like that. Just to give it a little bit of little bit of bloom
on those highlights. Another thing that we
could do is we can add some sharpening
to this image. You'll notice if we zoom in, we're getting these edges
that are looking a little bit a little fuzzy. If I hit Command a on the keyboard that
selects everything, then I can go Command Shift C, Command V. Now with this, I'm just going to
name this Sharpen. And then we can come up to
Filter Other high-pass. And I'm just going to
leave this radius at one. So you'll notice
a kind of give us a little outline
of the soda cans. And I'm going to take
the Sharpen Layer and put it on overlay blend mode. So if I zoom in really close
and toggle this on and off, you'll notice how much
sharper these edges are getting just by adding that
little sharpened layer. We don't want that on the back. Soda cans. I'm going to create a layer mask and then
I can paint with black as my foreground
color on these back ones. So this is a really
subtle effect. You just want that
on the foreground. Now what we could
do is we can bump up some of this
human saturation. So if I create an
adjustment layer, hue saturation, I can go into my saturation and bring those colors
up a little bit. If we toggle that
on and off again, it's a subtle effect. And I'm going to take
that down a little bit because that's a
little bit too much. Just making those soda cans
a little bit more vibrant. Again, on this one, I'm probably just going
to go on this layer mask, hit V on the keyboard and paint with black on these back ones. Because I want this
foreground one to be just a little bit more vibrant
to draw attention to it. Another thing that we
can do is we can add even more blur to these
background cans if we wanted to. So if I turn off the sharpen, I can go Command a, Command Shift C on the
keyboard command V, to copy all of the layers to one layer on
the top of the layer stack. And I'll call this blur. I can come up to Filter blur and we could do some
sort of motion blur. So what if we did an angle of 90 and we just took
this distance way down, maybe something like this. I can create another layer mask. And I can just mask out with a soft brush
painting with black. Maybe these first three, the ones in the background
really get blurred. We're creating this really dramatic depth of field effect. Here. If I over painted, I can go ahead and paint
with black to get some of this motion blur back on some
of these backend soda cans. This sharpening back-end. So here's what we started with. And here's where
we're at right now. So just really tiny,
small little effects. Now what I'm gonna do is I'm
going to create a vignette. So I'll hit the I
on the keyboard. That's my eyedropper tool where you can come
over here to grab it and just grab a dark
color from this background. Now I'm going to
create a new layer on the top of the layer stack. Just call this vignette. I'll hit G on the
keyboard or grab this paint bucket and
just fill that layer. Turn this onto a
multiply blend mode. Turn the opacity down. And now I'm going to create
a layer mask on this. I'll go up to my
rectangular marquee tool. Maybe just creating mark here on this first soda can Select, Modify, Feather those
selection maybe a 100 pixels. And now on this layer mask, I can paint with black. To just emphasize
this first soda can. Toggle that on and off. I could probably even
paint a little bit more on this foreground. Just to really
emphasize that one can. There we go. The last thing I'm gonna do is create some sort of like green. So as it gets C
right now we have this really perfectly
rendered image and there's really no
green in this image. I'm going to take this
layer, duplicate it. I'll get rid of this mask. So I'll go Layer,
Layer Mask, Delete. And now on this layer, what I could do is I
could turn this onto a normal blend mode and turn the opacity
all the way back up. Let's go to Filter Noise. Add Noise. And we want this on Gausian monochromatic and
above 4.8 setting is, if I could just take this, I could take this, put it on
a colored dodge blend mode. That's giving me a little bit, little bit of grain. I could take this down
and then opacity, just to be pretty subtle
with this, don't overdo it. Now we have the first
image completely done. So we started with this and
we're ending with this. Another thing that you
could do is you can go ahead and change some of
these colors a little bit. What if you created a
Curves Adjustment Layer? And we can go into
the blue channel, we can turn up some of these
blue values in the shadows. And if we go to red, we can increase some of the
red values in the mid tones. So another thing that you
could do just to kinda give it a little bit more
life rather than just having this
black background. And that's got a
little bit more color. And that's completely optional
if you want to do that. Once this thing is
done, you would go over to your U2 and do the exact same post-production
effects on here. Once you're done
with both of those, Here's what you're
going to want to do. You're going to want to
duplicate this image, duplicate. And then you'll take this
image and you'll flatten it. And the layer, layer manager. Now, you'll notice down here
it's linear color space. Let's go ahead up to Image Mode. Change that to eight bit. Then we can convert
this linear color space by going Edit, convert to profile, and
choosing a working RGB. Now you have a finished
image right here. You do the same thing
with the second one.
14. Bonus Lesson 01: Cloner: In this bonus lesson, I want to show you how to
create a composition like this. In Cinema 4D, what
we're gonna do is we'll duplicate this corner and
will turn off the first one. We can go into our lighting. We could turn off our plane. Now with the second
corner selected, we can just name this car to, you could do is get out of this camera view so we can freely rotate around the scene. Now with this Cloner, instead of using
this linear mode, we can use the grid mode. So now it's going to give
us a lot more clones. All right, so here we
can take the size down. We can take this size down. So these things are
closer together. Alright, now we can start
adding additional clones. Something like this. Make these come
together a little bit. Maybe I'll add
another one this way. There we go. Now we're going to use
a MoGraph Effector in conjunction with this cloner. With this cloner selected, will come down to
this little icon right here, click and hold. And then we'll choose
a random effector. What that's gonna do,
it's going to blow these things apart
with this random, with this random
effector selected. And we'll go into parameter. And you'll notice that it's
offsetting the position x, y, and z of each individual
clone randomly. So we could take this, we can bring this down, bring these a little
bit closer together. Something like this. Now we can take both
of these random cloner and cloner and bring it
farther back in space. So the lightest hitting
all the fronts of these. So what this random selected, we can go into rotation. Now we can rotate all the
cans randomly as well. From here we will define another camera view that worked for us. So we can take this and offset
these a little bit more. Then I would create
another camera view here. When I'm happy, like the camera view and
take another render, I wanted to show you
one other trick with this to get this really nice sort of
motion blur happening. What I did for this
particular image is I'm just going to
flatten this real quick. Then I'm going to command
a command C Command V to duplicate that layer to
get that motion blur, all I did was I went
to filter blur, radial blur, and I choose, I chose the Zoom setting. And you can play around with
different amounts up here. Now, this is going to give
me this Zoom type of blur. Then I can create a layer mask. And I can paint on that
layer mask with black. That's gonna get rid of some of the parts that we
wanted to focus. Pretty, pretty straightforward. You get this kind of look.
15. Bonus Lesson 02: Cloner: In this bonus lesson,
I want to show you how to create a
composition like this. Let's get back into Cinema 4D. We could turn this off. I'll duplicate this
original cloner. Turn that on. So right now I'm going to reuse this cloner and
I'm going to bring these a little bit
closer together. They're almost touching. Go into here and I
can offset this 3.25. That's a little bit too much. Let's do 3.1. There we go. That's
pretty close. Now I can increase
the counts of this. What this cloner selected
and what I'm gonna do is create an additional cloner. So hold down option on the keyboard and the
press this corner. Now that's going to
start cloning these. Again. The way that these
started cloning is in the grid default configuration. I'm going to go into this mode and I'll change this to linear. All I want is them to
duplicate up and down. So I can just take
this y parameter and bring these things closer. Maybe offset a little bit
more, 5.75, maybe six. There we go. That's looking pretty good. All right, At this point I
can create a new camera, or I could duplicate
an old camera. Let's just duplicate this
camera one command C command V will look through that, delete that protection tag. I can take this camera, turn it on so I could
see it in the viewport. And bring that back a
little bit. Bring it up. And now all I'm gonna do is
rotate this camera view. Some rotating by
holding down one of these one of these bands. And then I move it. Maybe I'll make it a
little bit closer. Something like this. There we go. Now we have another composition. Now I wanted to show you
how to create this type of blur on the sides. In this image. I'll duplicate this background layer
Command C, command V. And now I'm just
going to go up to Filter blur, motion blur. And now what I could do
is I can kind of line up this angle with the
angle of these cans. I could take this distance
and really pump this up. Something like this. There we go. I'm
going to hit Okay, create another layer mask. And I'll paint with black
till I reveal some of these. We go now we've got the streaky looking type of blur going on. That's the basic
technique for that.
16. Bonus Lesson 03: Water Droplets: This last bonus lesson, I want to show you how to
create these water droplets on your soda can. Cinema 4D. What we can do. Let's turn this off. Let's go ahead and duplicate our original soda can command C, command V. We can go into
one of these camera views. There we go. Alright. Actually we don't have
to be in a camera view. It doesn't really
matter. Now we're going to create the
water droplets. How are we going to do that? I'm going to start
with a simple sphere. So now this sphere is enormous. I'll hit T on the keyboard
and scale this down. Something real small. Kind of like this. There's our first droplet and what we want to do
is we want to create a few other droplets that are different sizes
and different shapes. So let's duplicate
this Command C, command V. I'll hit C
to make this editable. And I'll just grab one of these, one of these axes and just kind of shape that a
little bit differently. Now hit Command C,
Command V again, for this one, bring that
in shape that this way. Now we have three
different water droplets. What we can do with those is
create an additional cloner. Take all three of
these droplets, drop them inside the cloner. Let's start to duplicate these. You could see these
little dots down here. But what we want to do
is we want to clone those to the soda can. Alright, so there's
this mode inside this cloner called an
object mode. Okay? Now that object mode
is going to ask us for to drop an
object in this field. And the object we
want to drop in here is this original soda can model. All right, we'll take this, drop it inside of here. And now you'll notice that these little water droplets
are actually on soda can. And the way that we increase this number is down here
you'll see a count. We can increase that,
let's say to 1000. And now we have a lot of
water droplets on here. We can even increase
it to 2 thousand. Let's see how that looks. There we go. Now to make
this look like water. I'm just going to go back. And we don't have a
water texture in here. So I'll go into
my asset browser. I can search for water. There's a bunch of textures
down here that we can use. So I'll double-click
one of these. It'll import into my
material manager. And now I'll drop this
material on this cloner. We have a bunch of
water droplets. Then you can render that out
to give it that wet look.