Simple Product Rendering in Maya with Redshift. | Walla Morris | Skillshare

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Simple Product Rendering in Maya with Redshift.

teacher avatar Walla Morris, 3D Artist

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      01 Intro

      1:05

    • 2.

      02 Scene Setup

      8:00

    • 3.

      03 Lighting

      8:05

    • 4.

      04 UV and Texture Creation

      17:55

    • 5.

      05 Shaders and Rendering

      25:16

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About This Class

In this class, I teach you how to easily light and texture a lotion bottle scene.

Meet Your Teacher

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Walla Morris

3D Artist

Teacher

Hi, I'm Walla, a 3D artist.

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Level: Beginner

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Transcripts

1. 01 Intro: Hi, my name is Marla, a 3D artist. And in this video, we'll learn how to light texture and render. This. Lotion seem to look like it is on the right from how it is on the left. So in this video, we'll go into a little bit of a scene setup. And I will set our cameras and a bit of lighting, UV mapping, and texture creation, then rendering the entire scene. So I'll be working with Maya, redshift and a little bit of Photoshop. And you basically don't have to be a pro at any of these. I'm sure you'd be able to learn a few things here and there. So I hope you enjoy. And let's get started. 2. 02 Scene Setup: Hi. So let's start with the scene setup. So initially it was just the bottle and the coconut. So we have this in the back and I did not have my camera as well. So I'll just go ahead and remove that and make sure that it's gone. So I didn't have this secondary ground as well. So I'll go ahead and move it. I'll provide these files just so you can try it out on your own as well. So making sure everything is on the ground there. And the first thing I want to add is of course going to be the camera. So by default, the Maya camera. And I didn't have the lighter as well. Just go ahead and have those away. By default, the MC Hammer who come with a focal length of 35. And that might work for certain things, but for the product, I want to render a and B. Look, I'm going for, so I'm going to work for me. So just to make sure I'll turn this into my render camera. And I'm just trying to position it the way I want it to look like. So just make sure in the render settings, I'm using the resolution presets A4 because any of these will give me an extra real estate on this side that I don't want to deal with. So four so I'll just position it best I want. At this point. I actually like the the bottle is so in my face, but it's even much smaller. So I'll go ahead and play with the focal length and zoom out a bit. Actually, I'm just middle, clicking on that and middle mouse dragging to get a much, much better focal length there. And I'll try to compose and 90 cell work with 90 dot point and just position my objects much, much better. And just, I want to switch on the timeline and create a few t-test to compare the two focal length. So if I keep that at 90 and at one, I'm going to keep buck at 35. I just want to scrub through and give you an idea of how each one will look like. A key that there. I'm just pressing S to kill everything here. So when I shift through, you see, you see that now camera we created gives us a much, much better view of even the sides of the bottle. So that's why I'm going with that focal length and this one. So let's just get those out as well. I like to select my camera and usually turn this to sorry, I'll turn this to display option is to liking. I don't see anything else on the other end. Once I'm satisfied with that camera, I'll lock it. Just so we don't accidentally do any weird things to it and keeps jumping this side. Okay? So the second thing I want to add is the background. And that, that is just going to be a simple, simple plane that I extrude on this end and pull that up, excuse me. Then I'll, I'll Google this H and adding a few segments so that it simulates a studio. So it looks like that has been set. So we might have a few edges here. Like one actually might be too sharp when you render. So we'll go ahead and just pull that. We'll see how to edit it as soon as we reach that point. That is, if it's showing even much in the camera. So that is the only scene setup will be doing a guess. And I wanted to just try and render that without even the lights and all of that so we can see how it looks like and making sure I'm rendering my camera. Yes. So it's looking exactly how I want it to look like. And we'll go on and cover what's next in the next lesson. Thank you. 3. 03 Lighting: Hi. So let's do the lighting now. And it's not going to be very complicated actually. From this particular image here, it looks like I have much more light coming in from the left than the right. And I'll just take note of that. So I'm going to make sure I'm running my IPR render. That's one. Because I want to see whatever I'm editing to. Two in the texture folder, I have an EX, our image added in there. And it basically will look like this. And it's what I'll be using as my HDRI. I like this because it has a bright white light and some warm lights in there. So I'll show you how we add that in our lights. So that is basically what I'm getting from outside and I'm just going to use two lights. So I'll go ahead and like to create lights from here. I'll create a dome light and observed on in our render view. Of course, it just changed because we added this slide. And let me, let me, let me, without using shortcuts, I wanted to use Control a to get my attribute editor, but it's here already. So under this texture tab is where we put the texture file. The EX are these HDR image. So I'll just want to look for it and add it in there. And you'll notice the changes here. Ready? And I'm going to try and just position it beat without even tweaking anything yet. And definitely like the weeds. That point, I'll try to increase the exposure to 11. Thing that I forgot to mention is that under my render view, you just want to get this window out. So I know my render view here. I'm not using sRGB, so I forgot to change this. So we need to be using a cyst. That's the color space I'm using. So I'll keep it at that. And then Ms. Tracy, this black here because it's open. It's blood right there. So anyway, I'll go in and terms with id. And still it's still showing sRGB, I think so. Right? Um, I'm just making sure that my color space is Finder and I'm going to increase the intensities to about two to see how this behaves like. It's quite bright now. Point, point. Alright, so I think I'm satisfied this week at this point, once we add in another light, that is going to be an area light somewhere around here. So just to take a step back, my dome light, I don't like only has this HDR image and these are the only settings tweaks here. So this area light is going to be having, It's going to be in this end. We, under its attributes, you can turn off visible, so it doesn't have that black light in there. And it's way, way too bright. So take it back to like ten. Even ten, it looks fine. And I want it to be a bit bigger so that the lights will basically become much softer when you push them back from whatever object it is. Given. When you make them bigger, there'll become brighter but much softer. I'll just position that around there. And I definitely like this. But we then lesser intensity of about five. So I want to go ahead and render this. You see how it looks like now. So with the lighting will definitely to heat a little bit more once we start to apply our materials, because we might find or see sudden materials reacting hashed into the light and we definitely have to adjust it accordingly. So this is just to give us this lighting stages, to give us a starting point. If it looks fine when you apply the materials and everything, you just leave it like that. But it's rarely rarely find yourself just leaving the lights like that. Like you bless them in the beginning because you might want to tweak a little bit here and there. I definitely liked the way it looks at this point. And I'll definitely go on and start applying my materials and seeing how everything will turn out and hope to see you guys next week. 4. 04 UV and Texture Creation: Hi. So in this part, I'm going to try and recreate the sticker on this bottle. So I'll be doing that in Photoshop. And as we see in the top part of this bottle, so this entire class will have a plastic like color and this will be just a sticker. So before I do that, I just need to make sure that under my UV UV editor, I just wanted to double-check this and the U visa a little bit messed up by the look of this. And when you see in the UV editor, they are kind of all around the place. And this is just a simple rectangular shape. So what I'll do is I'll go into my age mode and select all of them. And my shift and right-click mouse button, I want to sue them together. So before doing that, if we tried to select a UV shell to be separate shelves. So after I don't want it to be one shelves. And then if I select now, I can select one shell. So still Shift right mouse click and I want to unfold. And I want all of this UV data to fit in this. We need to look at disclose it. How about one in there? And this is a one. So I want all of these to fit under that. We have it all in there. So when our image comes in here, if, if this is all over, this place, who will have the UV map is all over this place will have a lot of overlapping happening on our texture. So we don't want that to happen. We would, we would want that to happen sometimes for certain reasons. But here it's not necessary. So let me just arrange that there and we have to jump back into Photoshop and see how that how we create this sticker. So I'll also provide this particular template. And initially this was, this is just text that I added in here. And how I created that food is just y. By selecting the text and the text tool. And I had the cocoa butter formula. And of course this is so big and I need to be at about 0.5 is too small. You need this to be much smaller around a two right there. And the spacing of this, what I need to double-check that. And that should be around 1. Can eat ish? Yes. And my word Coke was just write that in trying to position it much better. And I had this created from, I just got a, a random texts from the Internet, which is this website and copy and pasted it in here. So I'll try to resize it here. And of course adding the text him. It's just like how I added this text and you will resize it and creates different paragraphs. So when that is done, I had the text somewhere down here, in here, and around here. So we'll just go in and copy control C and control V, that text. And I wanted to add it in around there. Around there. So remember, you can always add whatever you feel like. If it's for a client and they have a product, you would just put in the material they need you to add in. And sometimes they'll have their own font. Times, they have their own images. So that is a very crucial. And I wanted to add in another texts somewhere around. Let's see here. But this, this will be different. Can be a different color and a different font. I just need to let me first make them bigger and then we'll resize that. So I want the paragraph to start from this end, to start from the left. Bottom. Color gin. Lastly, I'll also go and adjust the spacing of that. Somewhere around there. And right under this, I had had assault of a square that was created a rectangle, but not a full one. So it looks like this one here. That is in place, you here midi to be white as well. Right? Strange right there. And just made sure that these are also smaller than the auction. And here as well. I didn't I didn't think mine are equal right now. And that should work. So we have a text in there that says, free of different font. This font text too. 1.5, right, so it's free of this text is white. See going from v, That means you to be at 0.7 ish Robbins. So that means that we have to reduce these will move around there. So some more text in here. Take this control C, control V that in tested. So I keep using control V because I really coped. I already copied this text and I just need the same thing. The same font, and I don't want to mess up. So Flash 10.6. So it looks like my text is fine the way it needed to be now and it's not the best. But if this should work. So I went to save my file and again, I went to, I went to space this out just a little bit to 1.5. So let's save that. And I'm way to save us. And I have this textures PNG. So since I have one in there, I'm going to say this, I'll call this portrait is 01. And I'll save that. And we'll jump back into Maya. Just assign this, and then we'll go on to assign everything else in the next lesson. So I want to create a onto assign a new material. And since we're using Redshift, click on that and use it redshift material. And I'm going to call this sticker. Sticker then under color. I want to hit this of course, but before hitting File, I'm going to add something in-between here that is called a red shift color correction node. So the text will be added in here. The color correction node is very vital that sometimes things look a certain way and we don't want that. So we just want to adjust it within Maya to give it a little warmth. Need to do a little more blue and a little more red or yellow. So that's why I have to add that. So this is the texture repeated. Press six. It's looking decent. We can select it and go back to a UV editor and we adjusted accordingly. So I feel like that's not bad. Actually. Yes. Well, I'll see you guys in the next lesson. I'm going to apply textures and everything else on that environment. The other elements. Thank you. 5. 05 Shaders and Rendering: Hi. So let's do some nice texturing. So what I always like to do is to get my IPR render running as I assign these materials and shaders. So let's see how this looks like, so forth. And immediately I do see something up here. And this is because if the UV, and I'll just go in there and select that and scale it down a little bit. Okay, Now I've lost something done here. So that means pushing this down. It's looking higher, wanted to do already. I can see some reflections in there. And this is coming from the material that is this sticker, one that we had in there. So it has reflection in it. And I don't want that to happen, so I'll put them at 0. And this is looking much, much better. And how I wanted to do look like so first things first I wanted to assign a plastic material to this, so it has to be a new material. Redshift, redshift material. And it might go in here and just select plastic. However, however, I don't want it to be too reflective. And I will say increase the roughness, so helping all of that, just being reflective, so have a little white color it? Yes. And I also want to increase the scatter scale on under the subsurface two by ten. So now it's not you had very clear, but we'll do a render later and then you test it and see how everything looks like. Soap. Another bits that I also want to just make sure to always rename. So in way too cold. Just call you. I wanted to stop these to have a little green that looks like this. So I also feel like there's still an issue now with the color. And I think it's fine anyway, it's fine. So alright, so I want to assign a, a shade on this top part as well. And I'll just call this shift material. This will be a lime green. So I want it to look exactly like this area. So let's select that color picker and have that there. So let's see the color changing. And of course, each by default it's going to be reflective, which I don't actually want. But she'd be fine me there. And what else? I want to also change the color of this background as well. I will delete the history on it and assign a new material which would still be redshift material, no flexion. And the color, I want this same similar colors. That is to blueish down around there. So I'll just, I want to create a render. However, it might take a few minutes and just loved to Create. Let's create one. After assigning materials to everything. So the coconuts really have a texture somewhere. So the inside does not, so the outside part has. Texture file and inside you just assign a new material. Course, Redshift material, and call this Koko in. And it will be a weight to height which have a human-like hue to it. And definitely less far less reflective and a little bit of roughness there and eat it will have some form of subsurface to it. So this is actually taking much longer than expected. So I want to double check my settings. And this is way too, way too much. So I'll try to reduce the resolution and then bump it back up. When I feel like just pose this IPR. Yeah, This seems to be running much faster now. So again, on your own, I mentioned something to do with adjusting the light. So this is the point. So I feel like the light is hitting too much Jan everything. So look for a much better point that or even just reducing the exposure of case today. Because real quick for this as well too. I'll just adjust this, call this BG. And don't be too blue to green and decent visual weight. So this first layer of the coconut, I'll just sign as willing you are to you and call it cocoa. Are all one. And the reflective for any reason? Under the diffuse color. I'm going to first look for my nod, my color correction node. And then in that I'll add my file is going to be my color. So that is looking decent, and that is decent. And I want to add a second one on this, which is going to be my cocoa. Assign new material. Shader, redshifted, night Coco out. Too. Most reflective, whatever reason. Redshift, color correction node there. And this is this. So things are starting to look much nicer. And I'll assign that. This is Cocoa. Cocoa, Cocoa out. One. This is Coco out too. Cocoa out to. Alright, so it looks like I've assigned everything I need. Now. I need to make things start looking much, much better. By one, I don't see flexion in the coconut. I don't know why. These usually very tiny reflection inside there. And I didn't know whether it's the directional lights, especially my dome light. It will do some really interesting things with tweak it. And because the EXE file has some warm points and it does have some great. Now, we do see a little reserve that warmth coming in. I didn't know what we'll find. We keep rotating this and this is interesting. Right? So it looks like I'm going to bump the expression back up here and give me one. No immediate 0.5 ish. I think I like this and everything is looking much better. I want to add a sort of a rough ground on this background. Something you need to disrupt. But how I'll do it is basically my hyper shade. And going to go to good to BG this. And I want to create a displacement node, tub displacement, redshift displacement and the out going to displacement shader. Clicking on this and takes texts map, I'm going to add a file in there. And that is going to be my my, my, my forest ground. Think. It's concrete wall. To use a concrete wall. Alright, let's use concrete wall. And I've added a displacement to the bank guarantees. However, however, this Bucher, we don't see anything happening in here. Why? Because the displacement node, and I'm saying this for redshift and Arnold, I don't know about other renders of wound marking that when you select the mesh, the the mesh shape usually under Redshift or somewhere. And I know that usually shows around here as well. It might show you anode somewhere, but under Redshift, I have to switch on tessellation. And I have this tuition, displacement and weird things will start happening. So yeah, it went all the way up and became crazy. So this displacement scale has to go down to negative 0.1. And when you look at it now, we do have rough things and mend. The entire mesh just became very big, huge. So that means we need a much lesser value like 0.01 to create course I went and looks too small to go for 0.03 and keeps going higher and higher background, I mean, so I might go for 0.6. And I'm going to do is in the viewport. Of course it looks like it's on there, but because of the displacement, you need to push this a little bit down right there. That's alright. So I want to add that displacement to my coconut. Coconut cocoa out1, the displacement node. So same procedure. Cocoa out one is that displacement redshift displacement out into the displacement shader. In this text file. My file is going to be the cocoa out1, this color. So I want to give this displacement. And it's already showing something because I think it had this switched on earlier AS when you select that, you go to shape. These were already switched on and looks like I need to reduce that a little bit as well. So my Coconuts are looking the way I want them to. And I want to add onto add something underneath this makes it look like some particles fell off of the coconut. So what do I do? I just confusion or mesh a plane. A plane that is before we actually do that, I feel like this green and topiary is getting washed out here. So what do I do that I might cut down the weight. Well now it's looking much better. I might cut down the weight and the color around there. Like this. It's far from what actually had before. Why? It's interesting. So I guess whenever like two people create art, it might look different. Because I created this before and now I like this even more. Yeah. So I also don't like the fact that this is getting washed out so much around here, especially from a distance. And might cut down the weight on the hues a little bit. Like a few pens. Yes. It's a bit darker than before, right? So I'll create a plane and I'm going to make sure it sticks there like this. So this plane, I'll just switch on desolation and displacement. I'm going to give this plane texture, which is, which is, which is, which I'll just call it like that. And color. I want to give you the color correction node. And now it's shining, so definitely adjust that file. And that is going to be, I'll give it this forest ground. I got this from poly haven. They have lots of nice free textures. So looking decent. And I can see that it's shining onto, cut down that reflection. Nothing to 0. And actually, actually I did not. I don't think I need this color. I will just break that node because I'm going to click on Color and use the pKa to get that brownish look. And the texture we actually add in here is because this is named this. She's aren't here. And let's open that. Let's give it a displacement node out there. And you come here, file. And first ground, That's the displacement. Now it's looking crazy. Yeah. Hello. This was already because displacement is only if I turn that off go. So this is going to be a 0.1. Not bad. Actually. So what happens is just making sure it's right on the ground. See you there. And we'll start to edit it like this. I want to go into my page mode and down. And I just first three. Push this down a little bit early to be done. So looking interesting, I see, I'll try to delete a face and see what happens and needs to face. That's not a good idea. She'd done a little bit. I already have a piece in particular sets probably fail of like dark, but clearly the coconuts, I really like the entire rendering right now. So I want to take this back into the A4 screen that we had. And that is their screen resolution that we had, which is here. And save that. I don't feel like changing anything here right now actually, and I'm ready to fire up my render and see how it looks like. So I really hope you guys get to create much more interesting stuff like this, learning all of this. So immediately, of course that camera was not the resolution. Will worried seeing that the dads leg stuff here. So I need to readjust that. So I really hope you guys create some really interesting stuff. And I would love to see them see you make whatever years Come on, let's go. However, this will look like and help you guys out. And thank you for watching.