Blender VFX Tutorial : How to make a 'stylized' Potions

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Hey and welcome back to another Darkfall tutorial so today, we're gonna be creating this stylized looking potion So first let's align the camera by pressing number pad 1, then, press Ctrl + Alt + number pad 0 Then I want to just move this camera a little bit closer to the center, like so Ok so we need to more model a Potion Bottle, so if you're comfortable with modeling things yourself you can go ahead and model yourself a potion bottle and Jump ahead so around 8 minutes in and we get to the texturing but if you want to follow along just press Shift + A, add a UV sphere and scale it up. Press Tab, to go into edit mode. And we just want to select this vertex here, right-click and then hit control + on the keyboard which will increase the selection Now let's press X and then we just want to delete the faces Change this to edge select mode. and Hold Alt + right-click. So I will just zoom in and show you that, hold Alt + right-click so you can select this whole edge Now we can press E to extrude, But as soon as we do that. It's not really constrained so if we press Z, we can constrain it to the Z axis. So it's only going to be moving up. It's a little bit small, so let's just move this a little bit higher. And then press, E to extrude. Now if we right-click it'll stay where it is and then press S, We can scale this and Then left-click when we're happy. Now we can press, E to extrude again, and again make sure we constrain on the Z axis. To something like this again It's a very basic shape so if you want to make something that looks a lot more complex I would suggest doing so, It would look a lot better than this but for the example. I think it will work fine. So now let's add a bevel, um if we, again hold Alt + then right-click Let's Select this ring here, Crtl + B, oh and one thing we should note is, when you are beveling things don't go past say this line here (Don't go past the other Edges) It will mess things up later on. So, Ctrl + B. Increase (Scroll up) the middle mouse wheel to add some smoothness to this, looks good. And say this edge here is well so anything that's very sharp You just want to give that a little bit of a bevel so same thing So now it's a good time to save this. Ctrl + s, and you want to make sure you remember the file name that you save this as Okay, so let's add a modifier to give this some thickness And we just want to give this a solidify modifier If you can see we press numberpad 1 to go to front view, and we press 5, to go into Orthographic view, Just so we can see things a little bit better. If we increase our decrease this thickness it will be thicker or thinner Depend on how thick or thin you want the thickness of this glass to be. So, I think this is a good value here for This example nice thickness Again, if you try to model a real-world item you want to know how thick that glass is to actually make it look realistic, okay? So I just want to move this around a bit And if you want to play around with it before you apply the modifier you do that now So I'm just going to make this a little bit taller And if you want to add some more bevels go ahead and do that But now we want to Tab out of it and apply the modifier. Because we just want to fix this problem up here you see this?, bottles don't really have that so, Tab back into edit mode, Hold Alt + then right-click, you'll select this ring of faces Same thing, if we hold Shift + Alt + then right-click, it'll just add this to the selection. Then we just want to press X delete those faces So now we just need to fix this And let's again, Hold Alt + then right click on this line here, And what we could do is just drag this up and kind of guess where it is or we can use a tool That's built in which is a snapping tool, so select this icon here. Which is a kind of a magnet and then next to it? We can choose? What the the snap element is so we want to do this by vertex so when we drag this on the Z-axis And we hover over a vertex it will be to that height. So now we've already got these selected if we hold, Shift + Alt + then right-click on this line here, We can select both of these. So now if we hit space bar and type bridge. Then select this, bridge edge loops and this will just close the faces for us. Okay, so now again. We want to make sure this has bevels too, since it's far too sharp. So, press T to bring up the sidebar and under shading, we just want to make sure it's smooth shading. If you can see around here, it's fine, but near the neck of the bottle It doesn't look too good, so what we need to do is go to modifiers so again make sure you select the modifier tab select modifiers and then we just want to use an edge split a Straight away, it does a really good job But if you do need to refine it just play around with this split angle and things will become more smooth Or less move depending on what you need so again make sure we save that as well and now we can do the inside of the bottle so tab back into edit mode and We want to in fact. Let's first turn off snapping and let's flatten this bottle here so right click on this vertex and if we press O, to enable proportional editing if we drag this on the z-axis And increase the the fall-off with the middle mouse wheel, so I drag this into a way where it's a little bit flatter Okay, so now we've got that we need to do the inside of the bottle, so what we can do since we've already got this selected, or if you do not make sure you select this middle vertex. Then if we press, Ctrl + (Plus button) on the keyboard which one increase this selection. I want to select all these faces. Just keep going to around about here, and if we press H to hide these And don't worry if we tab back out of edit mode. We still see the faces. It's just hidden whilst they're in edit mode Okay, so now this is the inside of the glass so we right click on this vertex here do the same thing ctrl numpad + and This now we're selecting how high or how low we want the potion to be if you want the potion to be up here just Select up there if you want the potion level to be around here, then I think this is good so press, Shift + D, to duplicate this. I'm going to press right click on the mouse, so it doesn't move then I want to press P on the keyboard And we want to separate this by selection So now when we tab out of edit mode we have two objects so right click this one And then if we just move it around we can see press H to hide it Now we've got this underlying mesh, so press s. Just to scale it down a little bit Okay so Tab into edit mode if you see there's some problem with this the shading see this shading should be on the inside and This should be on the outside so we press A, to select everything and then hit spacebar And then type "flip" and we just want to choose this second one here, which is flip normals There we go okay, so now we can just add a face to the top so I'm just going to turn off proportional editing by pressing O and then select this ring here and Then E to extrude, right-click, so it doesn't move and then S to scale. And then I'm going to do it again, E to extrude and then right-click, but this time I'm going to hit the spacebar, and then type "merge" Hit enter or click this one here, and then we want to merge at center, so just merge these together Okay, so that's the bottle and the potion done now let's... oh and by the way press, Alt + H, to unhide things I should have mentioned that before. but okay So let's get to the materials so got the material tab add a new one and this is for the glass so let's rename this and This is going to be very basic. Let's just split this window and change this to the node editor Like so, press N to get rid of the sidebar we don't need that. Okay, so let's just select this one here this diffuse and then delete it. Shift +A, go to shader. There's gonna be a glass shader. Just plug this into the surface Let's also check this so we can see a preview of it So we need to set the index of refraction So the index of refraction as you can see it refracts see what's behind it Or what's through the glass and every real-world object has index of refraction So I'll leave a link here description to the index list if you want to create a specific type But for this example 1.450, is a good value So I'm gonna keep it at that. We also want to make sure the color is a hundred percent white so make sure that's on true cent brightness Press H to hide this, I select the liquid. Add a new material. Let's call this red potion Okay again, we're going to delete this diffuse Press Shift + A, We're gonna use Let's use the principled It's quite large, but we only need a few settings. Let's plug this in Okay, so first thing we need to do is probably change the color So it's got the base color and change this to red And we also want to make it shiny make it reflective, so let's get rid of this roughness What we can do is set the roughness so you can set the roughness to a value what you prefer by this So I'm gonna set this to zero Also the specularity if you want to make this more specular or less specular you can do that, too But I think around the base value is good for this example Okay, so let's change this viewport shading to material just so we can see if you wanted a very basic red mana potion then there You go you're done but I want to make this look a little bit more interesting so, Shift + A, go to Input > RGB. All this is, is very basically. It's a color, so it's what this is here But let's press, Ctrl + C. While hovering over here, just to copy this value and then press Ctrl + V. Then what I want to do is just duplicate this by pressing, Shift + D, to duplicate and then we're just going to make this a little bit darker or in fact a lot darker. And, we want to use these two colors for the base color of this node, so let's move this back, Shift + A, Go down to, Color > Mix RGB let's drop this here. Let's plug this color into the color one and this color into color two and then this into the base color So now it's combining them to colors. It's just mixing them together to get this third color, which we don't want. So we want to mix it in a specific way. Shift + A, go to, Texture. Now any one of these textures will work, and the pretty good depending on which you know effect You're looking for and in fact you can combine a few of them together, but for this example I'm going to use the noise texture, which does a good job. Now normally you take a feed from the color, but we just want to use the factor Put this in here Now you can see already what it does So it's mixing the two colors, but using the the noise as the factor so the scale you can play around with the detail I'm just going to increase the five and the distortion we're going to be keyframing A little later on so it looks like it's moving around, but we're going to be doing that later on Shift + A, go to Color and I am going to add an RGB curves and drop this in here You could also use a Color Ramp, If you want. I prefer to use RGB Curves. But now crunch these values and try and make this look a little bit darker and lighter so some dark spots and some bright spots By crunching these as you can see what happens here Just keep crunching these values, and you don't want to go too far sometimes it blows it out But we want to try and pick out all the detail Kind of like this, looks pretty good. So now when we distort this and keyframe. It'll kind of look as if the liquids moving In fact let's do that now. Let's Ctrl + S to save this. Set this back to 0 And since we're already on frame 1 what we can do is hover over this value and press I to add a keyframe Then let's set the end frame. I'm just going to use half of this So now you just want to jump to the end frame like so and Then we can give this a value of 2 But I mean again you play around these values depending on how far you want this to this door or how much once happened? again, hover over distortion and press I to add a keyframe and as you can see it's distorting and The movement of this it will speed up and slow down so if you want this to be a constant speed you will need to Go to the curves and just vectorize the curve. Okay, so now we have these twp, you might want to model a cork as well. Just finish this off, but if we give this a render to see how it looks yeah, it looks quite disappointing and That's because it needs lights. most things or most people ask You know why doesn't the render look good, and that's because you need more lighting So for this in what you could do is just increase this to White or you could add a HDR image. Which I'm going to do So here next to Color, select this icon and then select environment texture select open and I'm just going to use a basic HDRI. Unfortunately, I can't share this HDR because I don't own the rights to it But there's plenty online that you can pick up they are pretty much everywhere. Change this to slot 2 and give this a rear ender Don't worry about background using this for the lights and the reflections as fact. Let's go to Transparent should get rid of this. Let's just rerender that now Because we'll be adding our own background anyway later on But it looks a lot better and that because of the lighting and the reflections obviously this is terrible and this is a lot better, but now we still need to add some more lights as well and If we just go back to 3d view Depending on what light you want to use you can, Shift + A, go to Lamp use a Hemi lamp. like so or if you want some more softer shadows you can use a Sun lamp. I think this is fine. Give this a rerender and we'll see that the liquids a lot brighter, and it looks it just looks a whole lot better So let's just select this bottle and hide that again. What we can do as well Is have a few different types of liquid and for example. This is that diffuse one. This is not you know you can't see through it, but if we want to, Shift + A, go to shader. We could use a glass shader or a transparent or even a subsurface scattering shader you could use that to Plug this into the surface and we can use the same set up we had a minute ago with everything else and just plug that In and it looks kind of dark hair, but in a scene full of lights. It does look better also, we could do an emission one so shift a go to shader go to a emission drop this in here plug this in and Again, just using the exact same setup we had before It's now glowing so depends on what kind of potion you want to make and what sort of look you want to go for I Think the diffuse one the principal shader looks. Okay, so I am going to stick with that one for now. Put this one back in but I can use any one you want or create and go more complex and make your own Make something even cooler Shift + A, add a plane. I'm just going to quickly add in an infinity plane if you don't know how to do that I'll throw a link up at the top so you can go and check out how to do that So I just want to Render this out now, instead I want to bring this into a different scene so I need to prepare this Select the liquid Select the glass and also have you had any other objects like for example a cork or any other objects want to bring in select? That - let me press T to bring up the sidebar Now press ctrl G with this is now made a group so it can just rename this group to bottle in fact now Let's rename this. It's a potion. That's what it is Rename its potion and then also make sure we save this now ctrl s and That's it so if we want to bring this now into another scene. Let's just go to file go to open your scene I'm going to open recent since I already had this open Okay so for any of you who've seen my very first tutorial you'll probably recognize this background It's a callback to the very first tutorial so now we want to go to append We're going to go to the file that you saved us so I saved it as how to make a potion But whenever you saved your file a minute ago. You want to make sure you find that file again? Go to group, and just select the group. Obviously, it's a little bit too big so we just need to scale this down and move it over like so Try and fit this into the scene Again this was a very basic shape I would suggest making something a lot more complex or some bottles that look more exotic looking so Hopefully this tutorial helped, if it did be sure to give it a like. As always, thanks for watching and see you next time
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Channel: Darkfall
Views: 30,571
Rating: undefined out of 5
Keywords: blender, tutorial, #b3d, visual effects, liquid, fluid, simulation, potion, fantasy, how to make a potion, health, #learningblender3d, index of refraction, shader, magical, strange, darkfall, magic, easy animation, blender tutorial, blender tutorial animation, 3d modeling, 3d modeling blender tutorial, blenedr vfx, blender vfx, blender vfx tutorial, blender compositing, blender compositing tutorial, compositing, compositing tutorial, blender animation, blender animation tutorial
Id: 6G1W3iRitjA
Channel Id: undefined
Length: 18min 13sec (1093 seconds)
Published: Wed Feb 21 2018
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