Professional Product Visualization with Blender | Alex Kuzmichev | Skillshare
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Professional Product Visualization with Blender

teacher avatar Alex Kuzmichev, Graphic Designer

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:27

    • 2.

      Modelling

      21:59

    • 3.

      Adding assets

      7:11

    • 4.

      Designing a label

      4:26

    • 5.

      Texturing

      6:13

    • 6.

      Lighting and rendering

      15:54

    • 7.

      Postproduction

      4:20

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About This Class

Are you ready to elevate your design skills and bring your product ideas to life? 

If your answer is "Yes", then you are in the right place!

Hello and welcome to "Professional Product Visualization" class. In this course, we will dive into the exciting world of creating realistic 3D model for perfume. Whether you're a beginner or an experienced artist, this course is meticulously crafted to elevate your skills in creating stunning, photorealistic product renders using Blender.

What You'll Learn:

  • Master Blender: Navigate Blender with confidence, from the basics to advanced techniques.
  • Realistic Texturing: Create stunning and lifelike materials that make your products pop.
  • Lighting Techniques: Illuminate your scenes with professional lighting setups to enhance mood and realism.
  • Rendering Magic: Transform your 3D models into eye-catching visuals ready for marketing.
  • Portfolio-Ready Projects: Build an impressive portfolio with hands-on projects that showcase your newfound skills.

By the end of this course, you’ll have the confidence and expertise to create professional-grade product visualizations that captivate your audience and showcase your designs in the best light possible.

Let`s start and transform your product visualization skills in Blender today!

Meet Your Teacher

Teacher Profile Image

Alex Kuzmichev

Graphic Designer

Teacher

Hi, my name is Alex.

I am a professional graphic designer.

I teach people to work with Photoshop from 2010. For this time I created a many lessons , webinars and workshop for different topics (processing, retouching, compositing and more).

Now i have YouTube channel (Now 127,000 subscribers) and I have created my own learning website where I teach people to work in Photoshop.

I will be glad to teach you something new!

See full profile

Level: Beginner

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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.