Transcripts
1. Introduction: Hi, guys. My name is
Alex, and in this class, I will show you a
full process of professional product
sidization in Blender. We will start from scratch
and I will show you four steps for creating
this composition. On the first stage,
we will model a bottle and additional
objects in the scene. Then, I will show
you how to import additional assets to your scene, how to adjust and edit them. In the next stage, you
will learn how to create a materials and adjust materials for your
objects in the scene. We will learn how to
create a realistic glass, plastic and metal shaders. Also, I will show
you how to design your own perform label for your bottle and how properly
applied in Blender. Next, we will be work
with lighting and camera. We'll know how to
properly adjust engine settings and
output settings. In the final step,
we will render our final image and we'll make a little post production
in Photoshop. If you want to
know how to create a professional product
visualization in Blender, welcome to my course and see
you in the first lesson.
2. Modelling: Guys, let's start modeling. First of all, let's
delete all of these standard
objects from our sc. I press a button, and after that, press the lip. I took this image for the
reference and we need to put it to our s. Let's
switch to a side view. That way, our image will be
properly placed to our scene. Now I press Shift A buttons and find here image reference. Find this image, and press load. Let's look to our
bottle and we will see that bottle has
different thickness. We have a big thickness on the bottom and small
thickness on the top. It will be more
convenient for us if we start from
the inside part. Let's create a new cube here. I press shift A,
point here cube. Scale it up a little bit. I press a button and
drag it a little bit. And move it down a little bit. This cube will be inside
part of our bottle. Let's turn on x ray mode
to see our reference. Let's add subdivision modifier, generate subdivision
surface, and set levels 23. Now, let's go to edit mode. Select the loop cut two
and make a first cut. Here, second here and here and here,
something like this. After that, let's select all of these vertices and
move it up a bit. Now I want to shrink our
cube because it's too wide. Let's select all press A, and then press S and y button. We press to shrink at the xis. So like this. Maybe a little more. After that, we need to add
some additional loops here. I place one here here and here. Then select this verts, press x and scale it up a bit, then this e x, scale it up a bit. Something like this,
and the vertices on the top as x and drag it out. This verses, we need to
shrink a little bit. S and scale down. Now we have inside
part of our bottle. The next step, we need
to add a bottle neck. Here. Before we make it. Let's go to object mode and apply all transforms
for our object. Let's go to object,
apply all transform. We need this step
for all plugins and modifiers work correctly. Now let's go back to edit mode. Also, you should
make sure that you have enabled loop cut plugin. Let's go to the
edit preferences, and let's go to Ads, find here loop, and make sure you have a
loop tools checked here. After that, let's switch
to the polygal mode here. Make a right click on our
model and find inst paces. Something like this. After that, we need to convert this polygon to the circle. To do this, right click here. Find loop tools and
click on circle. Now we have a very big circle, but it's not a problem. Let's scale it
down a little bit, press S and scale down, something like this,
and let's rotate it. Something like this. To place it properly on
the center of our bottle. Turn on our reference, and check the size for the neck. Maybe increase the
size a little bit. After that, let's
delete this polygons, press delete and
select here phases. Now we have a nice
round hole here. After that, switch
to the edge mode. Hold the alt key and click on this edge to select all of
these edges around the hole, and let's extrude
these edges to top. Extrude two, turn on x z mode and extrude this area little bit up,
something like this. Also we need to make
a support edge here. Inside part is done, and let's make outside part. Let's create one lop here. Closer to the top. After that, let's
pick these top edges. I hold the alt key
and click on them. After that, let's scale it up, press S button and scale
it, something like this. L et's check with the
reference, a little bit more. Then let's go to extrude two. Click on this and extrude
this area a little bit down. Then let's make a support
edge on this corner here and scale it up this area. Drag it down a little bit. Now we need to address
the size of this area. Let's go to the vertices mode. Select the vertices. Press button and scale it, this. And switch to the edge mold. Hold out key and click on the edges and extrude
this area down. Something like this. Let's check with our reference. We need to drag it down. Now we need to make some
support edges on the top here. Near the neck here, and on the bottom. Here. Also we need to fill this hole on the bottom. Let's click. On the bottom edges. Hold Alt key and click on them. After that, press F
button to fill this area. Now we have basic
shape for our bottle. Then I go to the top view, and let's turn off
subdivision surface for now. Click here, and we need to align the vertices on the
left and on the right side. Let's go to the vertices mode. L et's click on x ray and
select these vertices. Then I press S y and zero to align the
vertices for the y xs. After that, I do the same
thing on the right side. I select the vertices, press S y and zero. Also we need to align
these vertices. Select them, press S x zero. Here, we need to
use another axis. This is the x axis. Keep in mind, and
select the vertices, press S x zero. We need to move the
vertices a little bit. Something like this. Check
it on the side view. Looks nice. Let's turn on subdivision modifier and check
our model one more time. I think we need to add one more support edge
on the neck here. Something like this,
and one more here. Now, we have very smooth corners on the side of our bottle.
We need to fix it. The first, let's
select the edges, turn off subdivision
to more convenient to select the edges
and click on them. Here. I hold the shift
gear to add edges to selection, here, here. Also, we need to select
these edges on the top. And on the bottom. Here. T. And here. Now, let's pick the Bel two, click here and drag it a little
bit. Something like this. Turn on subdivision,
t see what we have. I think this shape better
for our reference. L et's turn on it,
and let's see. I think this shape is correct. In the next step,
we need to make a little row ring on
the neck of our bottle. To do this, let's go to d mode, and I add one more loop here. After that, let's go to the polygons mold and
select this polygon loop. I hold the outt key and
click on the edge here. After that, I press shift
D to duplicate this area. Make a right click, and
one more right click here. After that, separate
and selection. Now we have a new
object in the C. Let's go to the object mode
and select this object. Now we need to scale
it up a little bit. But the first, we need to add a pivot point to the
center of our object. To do this, we need to make
a right click on it and find here set
origin to geometry. Now, we can scale it up,
something like this. After that, we need to add
some thickness to this object. Let's go to modifier,
find here, solidify. Let's change the order
of the modifiers. Ma solidify modifier and
add some thickness to this. And make some
support edges here, one here and one here. Nice. Now let's make
a final object here. This is a cap. Let's press shift A, find here, mash cylinder, and scale
it down a little bit. Yeah. That's better. Let's add a subdivision
modifier here. And we need to add some edges. Here. Here. Let's pick the top
polygon. Click on this. And make a right click on it. Pick inset faces, poke faces. And do the same
thing on the bottom. Click on this inset pass and po Turn on subdivision and
turn on other objects. Yeah. Everything nice. Let's
turn on the smooth. I click on the object, Shade Smooth, Shade
smooth, and shade smooth. Now our bottle is done, and we can move on
to the next lesson.
3. Adding assets: We'll go next and now we need to make a label for our bottle. Let's pick our model. Let's go to Ed mode. Now we need to
select this phases. Click here here and here. After that, we need
to duplicate them. Press shift D. And then
make a right click on them. Find here separate
and selection. Now we have a new object. Then let's delete
subdivision modifier here, and let's scale it
down a little bit. But before let's set the origin to the
center of this object. Make a right click here, set origin to geometry,
and scale it down. Something like this. Turn on other objects. Now also we need to add some
thickness to this label. Let's go to
modifiers, find here. Modifier, and move this object a little bit forward.
Something like this. Change the shaded
mo to shade flat. Yes. I think that will be
good. Additional. Absolutely. Back. S Let's go. Open folder. Click on this click this window, we need to meshes. After we click. Now, let's join all of
these objects in one. I select barrel and make
a right click on it. After that, I select here, join. Now we have one object here. Then let's scale it
up our barrel before, set the origin into a
center of the model. Ma right click, set or origin to geometry, and scale it up, something like this, and place it here. Scale up a little bit more. Okay. Let's check materials
for the barrel. Let's go to the
shading mold here. Everything k, all materials successfully imported
with the model. Now we can add a
background for our scene. Let's go back to the
model tab, click here, and press Shift A, find here mesh and play. Scale, something like this. Then rotate it. I said 19 degrees and place it behind the barrel,
something like this. In the next step, we need to import the wood material
for this plane. Let's go to file
a pen, find here. Whether it's planks folder, and select this file. Click a pen. Here,
we need to select material folder and
click on this file. Then let's go to material mode. Click on our plane. Select here, Shader Editor. And click here. And we have a weather planks
material in this top. Click on this and all done. You can set the scale
for this texture here maybe two and now we are in
this lesson, let's go next.
4. Designing a label: Guys, in this lesson, we'll create a label
for our bottle. I already jumped in photoshop
and find this nice logo. I will use this head for our
project. Let's select it. After that, I press Control
C. Let's go to the file new. Let's make a new project and set the width to one, two, zero, zero pixels, and d one, two, zero, zero pixels two. After that, let's change
the color mode to RGB. After that, I press. Then press control
V to paste it, and press control t
to scale it down. Also let's mirror this image, make a right click and flip horizontal, something like this. I think the size will be good. Press. Now we need to fill background with the
same black color here. Let's pick the palette, click on the black color. After that, let's
create new layer here. Place this layer down and press old delete buttons to
fill this layer with black. Then let's type some text here. I select the top layer, pick the text two,
and click here. Change the color for
the text to white, and type here whiskey. Smoke. Then let's change the font. I will use a Bookman
bold style font, and let's increase the size 236. Yeah, that will be good. Let's place it into the center. And we need to adjust a line
height because now we have a very big spacing between
the two works here. Let's pick the text two, select our text, and
after that, pal team. Here, we need to
change the value to. Yes. That's nice. Now let's type a little description
under the main text. Type here, premium. Perform, scale it down, maybe 11. That's nice and change
the phone to roboto. I think it will be nice
roboto. That's good. And place it under the main text in the center of our image,
something like this. Now we're all done.
Then let's go to the file and export
this image with PNG. Type here label, and click save.
5. Texturing: Now, let's add materials
to our bottle. First of all, let's
pick the cap. Open here a shader editor and
create a new material here. Click on this button. Let's rename this
material to Cap. Let's find nodes here. First of all, let's
pick the black color. And I want to decrease the roughness a little bit
to make it more shiny. Now we have glossy plastic. I think that's good. Then let's pick this
ring under the cap. Create new material for this. Rename this material to ring. And we need to make it metallic, Let's increase metallic
slider to max. I think something like this. Let's decrease a
roughness a little bit, and let's change
the color to gray. Then let's select a bottle and create new material for it. Quick new rename to bottle. Now we need to change this
principled shader to glass. Let's go to the material tab and click on the surface button. Here, we need to
select glass BS dF. Now we have a nice glass
material on our bottle. But we need to decrease
the roughness a little bit to make it more
glossy and transparent. Something like this. Okay. Let's change the color. I want to make it more
orange, something like this. Finally, let's add a
material to our label. Let's pick it,
create new material, rename it to label. Then let's open the
folder with the images, and drag this image
to our scene. After that, we need to pin
this texture to base color. Now we need to adjust the
position for this texture. To do this, let's activate
a node wranglar plugin. Let's go to edit preferences. Find here add ons, and in the search bar, let's type W, and make sure
node rangular is checked. After that, let's
select our texture and press control
t on the keyboard. Then we need to change
textured from UV to generated because we don't
have UV map on our model. Let's make a new
connection here. Now, we need to set a
rotation of this texture. L et's set this value to -90 and our image properly
placed to our model. Let's decrease the
roughness little bit to make this label
a little bit glossy. Now, let's rename all
of these objects, that will be more convenient for us to select them and find them. This object is label. T. This bottle, this cap, and this one ring. Now let's add the subjects
to new collection, select all of them. After that, press shift, and click on new collection. Name this collection. Bottle. And click. Now all of our objects place to
this new collection. Here.
6. Lighting and rendering: Now it's time to make a
lighting in our scene. But before let's adjust
render settings. Let's go to this tab. And let's change the render
engine from V two cycles. With this engine, we'll get
much more realistic result. Now let's change samples
count to the viewport, let set 2512, and
for the render 1024. Okay. Great. Then let's
add a camera to our scene I press
shift A buttons. Find here camera, and let's set camera in
front of our bottle. Then let's go to the
output settings. Click here and change the
resolution value to 1200, and for y xs also 1200. Now, let's go to
the camera view. I click on this icon. Now we need to adjust
a camera view. Let's press N button. Find here view tab, and check camera to view option. Now we can turn the
camera with our mouse. Let's set the position
for the camera in front of our let's go
to the camera settings. I want to change a
focal length 15-120. In this way, we will get a right proportions and
perspective in the frame. Also let's check at field
option and select focus object. I think it will be our label. Click on this. F stop. I change to 0.5. And scroll it down a little bit. Now, I set position for the camera,
something like this. We can move our camera
later if you need it. But now I want to
set this position. Now, let's go to preview mode. Click on this icon. And now we see all dark in our s before we don't have
any light sources in the sea. Let's open a shader editor here. Change a shader type two world and set the strength for
the background to zero. After that, everything turns
black, but it's normal. Now we'll create a first
light source in our seen. Let's make a new window here. That will be easier to set a proper position
for the light. Now I press shift A, find here light and area light. Let's drag it up a little bit, scale it up,
something like this. Let's go to the light settings, change the shape for this s to disc and set the power
to 3,000, I think. And let's change a
spread value to 45. Nice. Now let's add a light
source for the background. I want to use a Global texture
for the slight source. That way we get a more realistic and interesting
lighting in the sea. Let's make a new light
source here. Press shift A. Light and areal light. Then let's move it
a little bit lift. After that, let's scale it
up, something like this, and rotate it a little bit. Something like this. We need to set direction
of the slight source to the wall behind our bottle. Then let's go to
the Shader editor, change to object here and click on the
use nodes button in the light so
setting stop here. After that, we see two nodes
for this light source. Now we need to drag
our global image here. Pin color to color, and let's press trol t to add a texture coordinate
and mapping nodes. Let's set a strength to 200, I think, and let's
see what we've got. Let's go to the light
source settings, and also let's change a
spread value to one or two. I think two will be better. And let's rotate this image bit. On the Z axis, I think. And now we have a cool
shell on our sein. But let's decrease
the strength for the source setting maybe 100. Let's see the result. I think the background
is still to light. Let's decrease the strength
a little bit more, 15. That's nice. Now we need to add some light sources
to the light bottle. Let's make a first one. Press shift A, find here
light and area light. Place it here, scale it up, shrink a little
bit, and rotate it. Set direction to, and Let's go to light settings. Set the power to 300 or maybe more one. Now we have a n f on the
cap and on the ring here. Also we need to add
additional source light from the other
side of our bottle. Let's duplicate this
source press shift D, and we have a duplicate copy. Place this copy here, and let's mirror it, right click and mirror global. Move a little bit. And rotate it.
Something like this. Now I want this light source
effects only at the bottle. To do this, we need to
use a light function. But before let's remove this light sources from
the bottle collection. And remove the camera
from this collection. Now, let's pick the
first light source. After that, let's go to object properties here and
find here shading tab. Then we need to open
light linking option. Click on you and drag the bottle collection
in this window. And do the same thing
for the second light. Click. Light link in new
and add the bottle here. Now these two sources
affects only to our bottle. Finally, I want to add a rim
light behind our bottle. Let's make another light source. I press shift A, point light, and place this light
source behind the cab. Let's go to light settings. Change the power to 150 and change the
radius one or 2 meters. Maybe two. Yeah. That's nice. Now we have a cool glowing
on the edges, maybe drag it a bit right,
something like this. Or maybe this. We need to find a better
place for this source. I think that. Also I want to decrease the
lightness of the background. I think it's still
very bright for me. Let's go to the light source and change the strength to 25. Let's out our camera a bit to add a little more
air around the bottle, something like this, let's drag this source a little bit. Now, we have a
very hard shadows. Let's increase the spread three or maybe four to make the
shadows a bit softer. And let's rotate a bit. Let's the camera a little bit. Now we're ready to reader. Let's go to the menu, red and render image.
7. Postproduction: Guys, my render is done, and this is final result. Now I want to make a
little post production in photoshop to make this
image even better. In the first step,
I want to make an accent in the
center of our image. To make it, let's create a
new adjustment layer here. Click on the cyc and
find here curves. Let's bend this curve,
something like this. Now let's select a brush to. Make sure your hardness to zero, and color for this
brush is black. Now I make a one
stroke in the center of my image,
something like this. Now we have a small
vineyard around our bottle. Maybe make another stroke here, and let's reduce
past a little bit. Something like this. After that, let's create another
curve slayer and bend the skew,
something like this. After that, press
old delete buttons to fill the mask with black and let's select a white
color on the palette and make some strokes in the center
to highlight our bottle. Nice. Let's group the
layers to folder. Before and after. In the final step, let's make a little color correction here. For this step, I will use
a special color in lats. You also have the slats in
your additional materials. Now, let's create a new
color adjustment layer. And here we need
to load the slats, click on the log three the
lat and open lats folder. Here you have a ten
product coloring lats. Then selected and click load. I already loaded
all of the slats. Let's find them. Let's see on the result. You can decrease opacity to 40 or 30 40. And check the s again. Now we have a soft color
correction for our render, Let's check another
lots and the last one. Yeah. I like this color, Product color in ten.
The best for me. You can use another
one if you want. Now let's group all of
these layers in one. I select all of them,
then press Control J. Let's see before and after. Now we have a final result. I hope you enjoyed it
and learn something new. Thanks for watching and see
you in the next videos.