3D Product Lighting Nivea in C4D & Octane

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] hello long time i've been very very busy quite an eventful year of traveling and all that fun stuff uh but today i'm back and uh thought i would uh show you how i made this render of the nivea yeah so before we start if you want to know what i've been up to for the past few months and the things i've been working on i've actually put together a free training for you guys in the link description below on how to master your skill set and monetize it in 2020 so if you want to learn how to do that click the link in the description below to access your free training and okay let's get started and yeah hopefully you learn a few things so we're going to be recreating this scene um pretty much from scratch the only thing that will be different is i've actually got the logos and stuff so i won't be remaking that part but other than that um we'll be creating the whole scene ourselves so start by doing some cylinders boom boom and uh ideally you actually go and measure these nivea cups and i'll assume it's around five centimeters in radius so i will say five centimeters in diameter so it's 2.5 in radius and then we can just eyeball it so the great thing about this geometry is uh it's very uh easy to model out it's literally just like a cylinder cut in half um so what we're going to do is we're going to go add in a subdivision surface modifier we'll go and uh optimize it just so we can get all these things like that and editable then we'll have to remove these lines here and then we're just going to start to uh help sharpen these edges here so we're going to go and add in some loops so here we can see the wireframe of what the actual source geometries like add in loops there add in loops there as well and then if you want you can just reuse it on the bottom because the bottom is the same as the top it's very symmetrical and then i'm just going to increase this to three just so that we have some nice clear pristine geometry and just looking at the reference we can even start to cut this thing in half now so what we can do is we can just add in a loop in the middle so 50 and then we can remove the top and bottom from each other so if we go there and we go fill for the bottom then we go mesh or if i just type in here split because i don't know where things are anymore and we go and delete that and then um we look at this so in here when i'm looking at these two the top and the bottom half are a little bit separate from each other so we're just gonna go here and uh select these lines and just push it up like so now i'm seeing here there's like a little bit of a circular lip that's going on there and there's different ways we can go about doing that but i think the easiest um might be to do this so if we go and extrude we just go zero just go scale it out so or instead of even doing that we can just go and add in a torus because um these things are so small and like no one's gonna really care like how detailed you are or how you went about modeling your thing as long as it looks good so okay let's zoom out so we can see what's going on here you need to make this thing smaller you need to have some sort of radius make it smaller again make it smaller on the radius smaller a little bit bigger so now we can go in increments 2.5 around there so if we go and bring it out smooth this sorry just move that let's group these things so that they're both smooth together like that now we can start to refine this a little bit so here we can increase the pipe segments oh wrong one increase it there that make it smoother so maybe a 100 just to make it super smooth and then uh make this even smaller and just bring it in a little bit somewhere around there then we can find out where this line is like so like that and then we can just bring this torus up to wherever that line will be and uh we'll get more of a clear definition of where that is when we start out materials and stuff but for now i think it all looks good and i'm noticing there's a little bit of an indent here so that's what we need to start to for this thing and again i could just take this whole thing and import it but i kind of want to show you guys how i went about making this thing so one thing i'm noticing is i think this bottom half here is a little bit too long at the bottom so um this is a tricky thing when eyeballing things you just need to keep adjusting but um you can go pretty far with that and then just to add in the detail we'll solo this part and then do what we did and add in that lip so we go and uh turn off our subdivision surface here we go and uh extrude pretty much all we do when modeling a lot of stuff is just a bunch of extrusions and moving points and lines around there's different ways of going about doing it and there's like technically more better ways of doing it like right and wrong in a technical sense but um for the most part as long as in the end you get something that looks good for the client that's all that's really important um get a lot of criticism when it comes to my modeling and stuff but in my mindset it's more so like as long as it looks good for the client then it looks good to me as opposed to what's like technically right with your modeling so as long as you can go about your own way of doing this and uh if you go about doing it your own way and it looks good in the end and it all functions correctly depending on what you're doing you're animating and all that stuff then everything is good so turn off the soloing boom and um i think that's close enough uh so that's close enough for now and then um we'll just start to adjust when we get our final rendering and stuff going so we can go ahead and group all of this together boom and we can call this a nivea game okay you always want to make sure to save your uh things so i'm going to go and save it to nivea [Music] sweet and then all we're gonna do from here is uh start to develop our scenes um what's it called that scene's composition so we can go add in a little floor like so and then we can go and add a famous band modifier that i love doing do this every single time or most of the time let's say that and then we can just try and orient ourselves because i'm really confused of where we're at so this is where we're at then we're going to go and uh bend this thing 90 degrees like so 90 degrees here and then the trick here is we want to bring not there we want to bring it in here like so cool [Music] bring that back now you can see how small our scale is so we're going to go and uh bring this up and just give it some rotation just so we can start to set up our camera composition and then also the rest of our scene scale um and stuff like that so camera we'll go 90 0 0 0 bring it back um bring it down like so and you can start to see we're kind of getting to what we want here so here i'm going to go and make it like a 80 millimeter just because i love these and i think i'll even point it up a little bit go down this year one good way of uh getting better renders is just studying other people's stuff so here you kind of want to look at where the camera angle is like how far to the floor it is which direction it's pointing how compressed is the lens all sorts of stuff like that and you'll start to get an idea of how other people do their stuff and um you can just go and implement in that in your own so um boom then we're gonna go here and add a protection tag what did i just do [Music] can i undo that no i can't so here we're gonna go and add a protection tag seems like i had a key that's messed up our plane here so we're going to need to go and fix that [Music] so we need to make it there and then just lock it again cool okay um and now we can start to try to get a little bit of composition going so uh we'll go and make an instance of this for now we'll probably go and change that later but we're just going to try here i'm just going to match the same composition just so i can show you how this previous one was made rather than trying to make something new um rotate it here rotate it here like that now you can start to see a little bit of differences in terms of the proportion so here this one looks like it's a little bit uh longer than this one so we can always go and adjust that and uh you know just go here we select um not that one this one here we can move it across this axis and here you can see it's touching the ground so we also want to just imitate these things touching the ground here boom and then this one is kind of rotated this way but then it's facing obviously has an open lid um and that's kind of like here and then a little bit back because i'm starting to remember how the scene was structured now like that something like so um okay so now we can start to play around with just maybe making this thing a little less long on the bottom and here if you want you can also because this thing tends to get distracting for me sometimes so i'll just turn off the cone there um so this is our floor you have a very complicated scene it's good to name things just in case uh otherwise you'll start to get confused at where things at but in this situation it's not a big deal um so here i'm gonna go and select our i'm just gonna hide the floor so the camera is not weird select these faces god um where are we we're upside down okay select those faces then we go select full selection and then i'm just going to bring these faces up so we also want to make sure that our axis is facing the right way otherwise it's going to do that when you want it to do that cool so now here i can go back take a look look at the proportions does everything look right um now it's not going to be perfect and uh you can obviously spend as much time as you want trying to get it get it to match the real thing um but yeah i'm also noticing this bottom half is a little bit thinner than the top so again just trying to make this thing uh match the real world reference um the more uh it matches the real world reference the better it's going to look because um people's eyes aren't going to be a little bit confused because it looks different so we're just going to go and select that as well and we're just going to make it a little thinner so this is what a lot of the time at least for me is spent doing is just matching those little inconsistencies in those little things that make it more uh realistic and yeah says little detail-oriented things that really push it to the next level as opposed to making it look off so yeah let's go and do this so um [Music] let's make a copy we're gonna reset the axis here so psr boom then we're gonna turn this one off because we're gonna go and open the lid for this one and so in order to open the lid we're going to add in a there's multiple ways of doing this i'm just trying to figure out what the best way is so we can duplicate this we can go to mesh axis and then just find out where this end point is for this object so ah this is an easy way of doing it sorry so if we uh undo that apologies for that uh we'll just go duplicate this we'll make sure that it's just rotated and stuff the right way like that and then we'll do what we just did here so here i'll go and uh smooth this out make it three boom collapse it all into one then we'll just find out uh which direction we want this thing to go let's go this way and then let's also put it at the bottom so now it's gonna now the access point is on the hinge here um so what we can do to get it back here i don't really think about this how far is this thing rotated let's see yeah this thing is rotated that much degrees you're also taking too much time out of the tutorial so i apologize for that and then um we'll just manually move it here because i don't want to spend too much time trying to be pixel perfect with this thing when it's not that valuable to you guys so now we've got the rotation point uh we can just go add in a null that's all we wanted to do really and then this null will be the rotation for our hinge so boom like that back and that took way too long um so here's a hinge or a rotation here's our top we also want to put our torus in there just so that this thing rotates with the top and there's our water cool so now i can rotate this um pretty much as well much as we want to and we also want to fill in this because here we can see we've got this thing here so we want to fill that in and we're going to duplicate this bottom piece and then we'll turn off the smoothing and then uh i think what we'll do just for the bottom is we'll remove this line uh we'll push this one down a little bit and then we'll just close this hole so one way of doing that that i like doing is you just go extrude make it zero you make zero zero boom now your holes close so you just wanna make sure you optimize it so that all these points in the middle uh connect together then everything else so yeah pretty much everything else selected just delete that okay now if you smooth it here we've got our little thing here so here's sticking out a bit on the sides if you don't want that you can obviously make it smaller and stuff and i'm going to try and not spend too much time being detail orientated because i tend to be like that um okay so now if we look at our composition and stuff we should um have something very similar so there's our floor and uh when an open octane but we don't actually have any lights and stuff in here but um you know things look pretty close enough rotate this way um so like so and then here i think i'll just go point one point one huh three one one cool so i think now we can um start to add in uh things like uh lights and stuff and then we can start to correct after that because here i'm trying to be like really close in terms of the composition and the camera angles and stuff like that but um i guess it doesn't have to be as close as i want it to be right now now one thing i'm noticing is this these things aren't centered in general so we're just going to take these and center them all [Music] so cool and then um we can start to begin with our materials and stuff so first thing i'll do is just throw in a generic hdri just so we can start setting up like materials and logos and things like that so if i go here and i'll go into view settings make this 100 opacity boom then i can just go and rotate this light like so just so just so we can get some sort of light going in here and then we'll start to develop materials so mater first material will be this one and this will be our nivea so this will be our blue thing so here we can go blue like that and uh again spend time trying to uh match these things with the real thing i'm pretty sure i went into photoshop and actually swap swapped this thing um so pretty sure i can do that here so these colors like that then and then just add in some of that okay okay and uh i'm already noticing that this top piece here is a little not sharp enough uh because of that because of this like reflection bending of the side here but um for our taurus this needs to be metal so here we'll go and add in this and uh just a quick way of doing metals is just doing that and then also just giving it a little bit of roughness boom we've got our metal going and yeah just apply the same thing to the top so boom boom there's our as dude so and um sweet and then um where is our so there's our bottom what happened to our little thing that we added in [Music] [Music] [Music] okay so i must have deleted this uh flat piece here uh so we'll call this cream along the way that tends to happen during tutorials when trying to do two things at once kind of get distracted and things happen so just added that in again and then for a creme we'll just add in this white material for now just give it a little bit of roughness like so so now we can start to uh develop some lighting and stuff like that and then we'll just tweak other things after that um if you want if you want to do your logo now we can also add that in so we'll add in a diffuse material we'll find in here like so boom apply that and then we'll just go find our logo so here you go the octane image texture and then find out where this logo is boom so we've got our logo there and here i'm just going to go flat and then select this view here select that turn this off and then um just make sure that this thing is the right size so i'm just reducing it down because i know skin scale is quite small and then just rotating it the right way as well so 90 degrees so and uh yeah i can't tell if this thing is upside down i think it is so we're just going to rotate it 180 degrees this way and then for here you can just keep making it smaller and smaller until it's uh the right size so 2.5 2.5 2.5 2 2 2 i mean there's good enough uh depends on how perfect you want to get smooth that out again so now we've got our logo placement down we can go copy this so this will be so if we go now remove this this will be just our logo color which is basically just white then we can go add in a mix material replace where this white material is we can go paste back in our logo placement and then um i don't know if i so we'll name this text color just so that we know what our materials are so text color put that on the top and then our body which will be at the bottom so this will be our body boom and then uh here you can see it updating the live view but here we'll just go and invert it and now it's facing the right way and there you go your logo so now you can obviously scale it up and down and stuff depending on how big you want it to be and i like using flat because it's so easy to just move things around like instead of uh yeah it's just easy to uh move your textures around stuff um it's very useful so now for our lighting what shall we do so for our lights uh i'm just going to angle this way a little bit wrong thing angle this a little bit and then bring this down slightly so cool we'll add in a blue background so like that make it blue as well desaturate a little bit and i think we're good to go so first we'll go and add in an ies light which will be our background spotlight here so if i go and in here just removing all the visibility and then uh just add in some sort of is light so if i go to my lights again and uh i'll just pick an is light in here like so rotate it 90 degrees up and rotate it this way now here you can see we've got this big square looking thing um so we're going to go and make this a disk shape and then this thing's also really massive so we'll just make it a lot smaller and here you can see we've got our spotlight going for a background and stuff like that boom boom like so and now you can see start to see how things are starting to develop now for um the ripples on the floor and i'll show you how i did that so we'll go and hide everything and we'll just create a new plane here so this will be our floor rifles and i had to do this on a separate plane just because it was a lot easier so again this will be our ripples now all you do is you go and add in a octane material you uh you can go flat or cubic i'll just go cubic just because it's a little bit easier better object and then here you go and let's do layer we'll go and do a shader so here we can go and do a gradient like that we'll make this gradient circular and yeah we'll just go and double knots and then here we want to i think what we want to do is get rid of this one make this black and depending on how perfect you want to be we can make it like that double knots see how this looks so boom so i think what we want to do is that so here we'll go 66 33 then we'll be double knots um okay let's undo that let's see what we can do about this let's say double knots just remove the middle one double knots remove the middle one double knots remove the middle one just to make life easier and double knots and then this middle one is probably so unseeable at this point and then here we can go another shader we go gradient as well uh circular and uh might want to invert the gradient here and then yeah so here we'll go and bring this in so this will be our mask multiply boom and then here we go copy clear and then paste in our displacement so now you can start to see what's going on here so make this a little bit more defined on that aspect make this a lot smaller because our scale is quite small 0.3 0.1 boom now you might start to see artifacts and stuff so in this case i don't seem to be seeing it but um one option as well is you go and increase your c4d shaders here so i'll go and increase that just in case boom that's also one way of increasing resolution if you don't see the resolution going up so that's how we did that um just add back in this floor here and then of course you can just go and copy this color so 60 76 76 um and then just make it a glossy material and then you'll have your ripples on the floor so that's not showing you just need to increase this that yo my voice like that and then maybe the camera angle just adjust it so this is our ripples and then point three yeah i can feel like this thing is gonna hang soon point one boom and you can see how the ripples will just form and then of course if you want some ripples like here the middle's middles ripples are stronger you just adjust this mask here or you can even go in and adjust the individual ripples and make them stronger weaker but that's a little bit longer process and i don't necessarily recommend that so here we can even go in and just adjust the floor size make it smaller and uh if you want in photoshop you can go and um edit that out because you can see a little bit of this thing going on here and i'm not sure why that is so the color here of this floor so this is our floor i must have got the color wrong [Music] so 40 95 40 95 now they should blend in correctly cool there we go so you can see we can adjust the the size of our actual uh ripples and stuff like that by adjusting the floor that way and um yeah so maybe composition like that now in terms of actual lights here you can see we've got a background light going just kind of like here and maybe what we'll want to do is make our floor less or more bendy shall i say so for our floor we can go and adjust that more so here we're adding in some more resolution maybe 50 on that side and then for our band maybe make it a little bit more like that so we can even move our bends back so boom and now i can start to see how we can start to make some magic happen so let's see what the best way of angling this thing is that this is one cool way of having it um and then yeah for your basic lighting you don't need hdri studio and i was using that a lot in the past but i've actually found um ways of just using normal area lights and still getting the same kind of good effect now i could spend a lot of time trying to tweak these ripples so just to save time for the tutorial uh i'm not going to do that but what i'll do is just start to begin a little bit of lighting and i'll just use some normal area lights um because that's actually found i found it to be easier to use this these days to be honest because hr live studios crashing and every time i save it like else close and octane and all sorts of stuff like that which is annoying um but yeah rotate this uh 90 degrees and then i think we'll just take this out boom create a new null just so that when i rotate it this way it's minus 40 and if i want to rotate it the other way it's plus 40. so i like to have a longer light so i'll maybe make this a thousand and then maybe a thinner light so like 50. and we can just see what that looks like so one option is excluding these lights from the background just so you have more control so if we go here create a light pass id of two here say we don't want to so number two is off for the backgrounds now we have more control and we need to apply this to our ripples as well so boom now we have more controlled lighting um on our scene here and uh yeah and uh i didn't actually go and apply this on the top here now we've got our top rotate it [Music] oops rotate it 90 90 degrees boom um and you know so now if i start okay let's go and add in another light on the other side so instead of minus 70 at 70 now i can start to start actually tweaking and matching the original scene more because here i spent here obviously i spent a lot of time kind of uh looking at the real thing and matching the saturation and colors and stuff like that just so it's uh more grounded in reality and compared to the real thing to make it more photorealistic but here um so here i also just applied the same ripples there as i did there so it's the same process um but uh for the ripples a little bit too big so i'll probably go zero five zero four zero two like that and the colors of this is a bit off as well so the body is maybe a little one it's a little too bright so maybe drop this down to 65 this is maybe should be more towards a blue yep opposite direction more towards a purple less saturation so we desaturate it and then here this is pretty much all the tweaking we do just keep tweaking tweaking tweaking desaturates maybe it's a bit too purple go back to the more towards the blue it's a little too desaturated maybe saturate a little bit more maybe a bit more saturation and here yeah you could tweak like this for an hour until you get it to look more like the real thing um that's pretty much what i did but uh i don't know how much of this tutorial i really want to spend doing that [Music] now for the floor i'm going to make the sides smaller oh that's the wrong one make the sides smaller just so that here it's ideal to get these lights to reflect more and if your sides are very wide it's actually going to block a lot of the lighting which is a bit of an issue and yeah i think everything for the most part it looks the same it's just color tweaking which could take a while to do and but also show you how i did an htli studio because hdli studio to be honest the the lights are so here firstly background i've got like this kind of white spotlight and all i did was just duplicate it make this smaller and then make this the white one brighter 500 1000 like that and um yeah again if you want these things to be rotated more let me just go and add in a protection tag which never seems to be added just so that this camera's not moved around and then again if you want to move this thing you can just go and move it down and now it's more centered and um here you can see like if you spend like a bit of time tweaking this you'll start to develop this now i'll show you how i did the lighting initially studio because to be honest the lights in the hli studio do just come out a little bit better i could get the same look but i don't know how much time that would take doing with this thing and so here you can see we've got these lights but you see how bright they are um i mean again you could make it maybe wider so let's say 200 and then just reduce the brightness like by a lot but then you kind of need to just balance it to the point where it doesn't look blown out but it's also adding enough light so you might want to add in some kind of spotlight here um which is just going to fill in this section um yeah there's lots of ways you can go about doing this so you can go five here maybe make this 200 as well on this side and just drop the brightness so the brightness this is five so let's drop it down to like 10 30 30 and then just rotate it till we get nice reflections and angles so here you can see we've got the light going on there but there it's not really showing on the top too much so one option is i could make it longer but i don't know how long it needs to be until it shows up there could be an angling thing so you could even angle it more triangle it at different angles like there trying to get the sliders a little bit tricky maybe you can add a separate light uh maybe we can duplicate this light and then just uh have do the tank thing that we did for the floor so but only have the light affect this object and add that light in um and yeah pretty much just this is all just a tweaking fiasco pretty much uh maybe if we rotate it up here i do want more light here so i'm gonna go add in a another one and this is pretty much just to fill light so here you can see it's kind of not really reflecting on our object too much um we just wanted to fill this up here so we make this 10 and you can debate how far you want to go with that um but yeah just tweaking again 2.5 just making this logo on the nivea thing a bit bigger and ideally you set some sort of a set up some sort of instance which also has the rotation controls in them just so you can update one and then updates on all of them um but yeah and then maybe this background's a little too saturated maybe drop that by five percent 35 or 35. this still looks a bit too saturated um but uh depends on how far i kind of want to go with the tweaking on that and yeah i know the logo on the side's missing but uh you can just kind of do what i did with a flat thing on the top and uh just trying to spend more time doing the things that uh necessary and stuff that you guys might not know how to do so if we go push this down a little bit just adjusting it just so it touches just touches the bottom cool now here you can see how dark it is on the floor here and here it's kind of a little brighter that's partly the background light but you can also add in a spotlight for the floor which is what i do very often just so that the floor where the product is is also quite bright which makes your eye focus on it um so here we can uh duplicate this one just center it and then just make sure it's focusing 90 degrees down and then we'll have let's just reload that then we'll have a spotlight on our actual floor here and uh you can see how much brighter it is so you can um if you don't want it to be so wide you can make it smaller making this disc smaller you can move it closer to the floor as well like so and then um yeah pretty much that's it if you want you can reduce the brightness a little bit if you want if it's too bright you can make it a little bit brighter and then you can kind of see how i ended up getting this so the proportions on this one it's a little bit wider and a little bit thinner on the top um but that's kind of all stuff you can try and tweak yourself i was going to tweak it really fast i'll probably just do that something like that and uh yeah that's pretty much how i did the whole nivea scene um just a lot of tweaking moving stuff around uh kind of trying to get the lights to where you want them to be and then once you've got a nice balance with all your lights and stuff and then things start to uh look pretty pretty good so i never really showed how to do this in hr light studio but let's just do that cool now we got hr light studio going we can just add in a light on the side here boom um here inside cinema 4d i'll go and make this brighter so maybe 10. 15 that and then here duplicate and then just add it on the other side here if you can find it and uh just try and get this light back in there so then bring it down and then just slowly like so pretty much and then here you can even just add like a soft light to the top there maybe make it less strong um and uh yeah it's pretty much all just tweaking and balancing so if we go back in here boom then even if yeah so here you can see the the product again it's a little too saturated and stuff but that's all stuff i'll just spend a long time tweaking so if you just keep playing around with your lights and stuff just making sure um this is where things start to look less professional is making sure these lights are nice and straight here you can see i was like bending and warping that's just because the geometry is a little bit too round just making sure they're all nice and straight and clean um here you can see like the only thing i kind of didn't do that as great is like the inconsistencies here and stuff like that um but in my case it didn't really matter so uh that's also that's just stuff i'll tweak and then your render and stuff will look more professional just angling it a bit better things like that but this is pretty much how i got to the nivea scene if i had another hour of just tweaking in things tweaking things around and stuff um then um it would get a lot closer to this pretty much so hopefully that helped hopefully you started to learn a little bit more about how to uh create and light your product scenes and yeah so hope you enjoyed like and subscribe and by the way if you want a free training on how to master your skills and how to monetize your skills in 2020 i've put a link below on how to access that it's a just free free training so if you want to get that free training just click the link below on how to master and monetize your skills in 2020 and i'll see you in the next one [Music] [Music] you
Info
Channel: Arthur Whitehead
Views: 39,840
Rating: undefined out of 5
Keywords: Octane Texturing, Tutorial, Cinema 4D, Cinema 4D Lighting, Cinema 4D Texturing, Cinema 4D Modeling, c4d, Octane Render, Octane, Octane Tutorial, Realistic Rendering, Photorealism, Photorealistic Rendering, Cinema 4D Lesson, Cinema 4D Product Tutorial, 3D Animation Studio, Freelance 3D Artist, 3D Animation, 3D Product Animation, 3D Product Rendering, 3D Product Animation Studio, Product Animation, Product Lighting, Product Modeling, Product Texturing, Product Video
Id: Vn0boGcgrBM
Channel Id: undefined
Length: 48min 8sec (2888 seconds)
Published: Tue Sep 15 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.