How to Create a Realistic Makeup Brush in Blender, 3D Product Tutorial

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[Music] hi everyone my name is andy and in this video you will see how i can model a makeup brush and then render it in blender and after that i'm going to show you the post-production process in photoshop as usual there are time stamps below this video so feel free to switch between different parts i put the model on gumroad so feel free to use it for your own personal or commercial projects the link will be under this video and also if you'd like to get a feedback from me you can submit your renders to my facebook group and i will provide my opinion on your renders so first of all i'm going to bring in the reference image into the scene and before that i hit one on an arm pad to switch to front view and then simply drag and drop the image right here i'm gonna position somewhere in the center i'm gonna decrease the opacity slightly let's get rid of default cube like this so i'm going to model the main part of the brush and then the cap shift a to bring in the cylinder i'm going to decrease vertices to 16 tap to enter the edit mode and set choose wireframe then ask to scale it gsat to move it up i'm gonna slightly scale it i'm gonna select these vertices at the bottom use that to extrude them and then es then we're going to create the top part e to extrude it up e to extrude one more time s to scale it e s to scale and i do the same steps again e s and e and move it all the way up three to switch to the faces then i'm going to select this face x to delete it get back to vertices mode and i'm going to select this loop on the top e s to scale it let me see how it should be well i'm going gonna give it a thickness a bit probably something like that e s to scale it and e z to move it down somewhere here it doesn't matter since this part won't be visible anyway ctrl 3 to add a subdivision surface modifier right click and shade smooth so now i have to adjust the shape a bit and again i switch to wireframe mode by hitting z and moving my mouse to the left tap to enter the edit mode and maybe i'm going to add one more loop here control air and i'm going to select oops i'm going to select these vertices and maybe i'm going to increase them something like that let me see and here's we have uh some sort of step between these two parts so what i can do i'm going to select these vertices and hit ctrl b to add a bevel like this i'm going to add two segments i'm going to select these two these three loops alt s and i'm gonna move it like this maybe that's too much and select all the vertices above and move it slightly lower like that so something like this i guess and let's select top vertices gz to move it up a bit like this i'm going to add one more loop right here and i'm going to add a few bevels for the bottom i'm going to select this part ctrl b i'm gonna decrease segments right here to like two will be enough i guess and for the uh for that part as well let me see i'm gonna select this loop ctrl b like that and for that part as well ctrl b actually let me see i'm gonna create loop cut here ctrl b and maybe just a small bevel here decrease segments yeah something like that probably i want to put this part a bit lower so uh tap to enter the edit mode wireframe mode and i'm going to select these vertices make sure that you don't select unnecessary vertices and then i'm going to switch back to solid view g z to move it down like this and i'm going to select this loop get back to front view and gsat to move it up so yeah something something like that i guess all right that looks good for me and now let's quickly model the cap shift a to bring uh cylinder to the scene um 16 vertices will work fine and tap to enter the edit mode gx to move it along the x axis and i'm going to scale it down a bit like this gx and g z to move it up so let's enter wireframe mode i'm going to select this part move it up e e again let's get back to solid view three to switch to faces i'm going to select this face x delete get back to vertices mode by hitting one on the keyboard e s to scale it maybe something like that e s again and e z to move it up like this maybe that's too far let's leave it somewhere here es and es again m and collapse so that's how it looks like let's create a bevel right here ctrl b i'm gonna add two segments and uh same for that part control b something like that uh what's something strange is happening right here not sure what this loop is doing here huh let me see i'm going to delay this object shift b let's just delete it let's try to delete those vertices i'm going to select these two and hit f get back to faces x delete face i actually have to connect those those vertices all right let that looks good now let's hit ctrl 3 to add a subdivision surface modifier then right click and shade smooth let's bring in all objects to our scene so yeah that's what we have uh let me check it maybe i have to adjust this slightly so i'm gonna select this actually i'm going to select this loop and gz to move it down slightly like this i'm going to select this one and hit gz to move it up and slightly scale it maybe like this yeah looks okay maybe i have to make this bevel a bit kind of bigger so i'm gonna select this loop alt and left click double g to slide it down s to scale it like this so yeah something like that i guess so let's create the actual hair on the top of this object so for that i hit shift a mesh i'm bringing keep into the scene gsat to move it a bit higher then i'm going to get back to front arthrographic view tap to scale it then make sure that you're in object mode i hit ctrl 3 to bring in subject and surface modifier i'm going to increase render levels to 3 so we have something like this right click and shade smooth i'm going to move it a bit lower somewhere maybe somewhere here and tap to enter the edit mode going to select these two vertices actually four vertices on the top for that i switch to y frame mode and just select top vertices and uh slightly zoom out s x to scale it along the x axis so i guess i guess something like this probably let's actually scale it along the y so tap s y and i'm gonna make it like this and maybe a bit more along the x we don't have to make it actually uh match it perfect with the edges of this object so it's okay for now and now i go into the particle properties right here click on this plus i can choose hair and as you can see we have some hair it looks not the way we want it but i'm going to fix it shortly so let's decrease hair length to like maybe do something like that let me see yeah let's try like this length for example uh so let me see what we have to adjust strength steps let's put three here this is really important uh in children men you choose interpolated so we actually add more hair into the scene this kind of multiplier so i don't need 100 render amount so i just put 10 so i will get if you put exact same numbers here so you'll get the the actual picture you see in your viewport so so let's adjust the shape of the hair so for that i go to particle edit on this menu make sure that your cube is active so i go to particulated and then i choose comp and i simply move it move all those hairs up like this let me choose wireframe mode maybe it will be easier yeah so i move them up from the front view like this so yeah don't forget to switch to side view and adjust it from side view as well like that move it up so let me see again i switch back to front view let's switch to uh object mode and we will see what we just did so looks not bad by the way that my first attempt actually looks cool so let me see how we can make it more kind of realistic by the way it's not possible to increase the hair length after you use the comp tool so for that i'm going to enter the edit mode for this item and i'm going to switch to wireframe mode i'm going to select top vertices and gz to move it slightly up then go to back to edge object mode and then get back to edit mode scale along the x so i guess this shape will work let me see maybe i can adjust uh this part for example like increase the radius and decrease strength so i'm just move them slightly toward the left and to the right here just a bit like this so yeah i think that's that's pretty fine also we have to get rid of the hairs on the on this side so i'm gonna get back to particle edit and then decrease the radius just move hairs away like this actually they're not going anyway anywhere i mean let me see let's adjust this part yeah that looks better same here maybe i'm just let me try just scale it slightly like this and along the y that's why just make it a bit smaller that's too much so yeah almost almost perfect let's adjust along the y bit more like this maybe we can adjust the adjusted better from top view i'm going to increase the radius and just move them like this to kind of distribute them more evenly so let's leave it as this for now and i'm gonna adjust the actual hairs so if i'm gonna switch to the uh rendered mode let me switch to cycles it's okay so i'm gonna decrease samples for viewport and uh i'm going to move light light source somewhere here i'm going to increase power of that to 100 for example let's actually choose 200 back to front view so again i choose cube and go to particles particle settings and then let me see i'm going to increase uniform parameter roughness let's actually switch back to to this mode and i'm going to increase uniform like this end point and i'm going to increase random so yeah i guess something like this by the way let's increase quantity of of each hair so maybe like 25 and render amount 25 as well like this let's try 30 here and here as well [Music] and let's adjust the shape so i'm going to decrease diameter to like oh point let's try 0.5 for example and uh tip like oh 0.3 maybe a bit bigger so yeah that's what we have so far i think that now it looks too thick so let's get back to 0.6 and 4.3 for the tip yeah i guess i guess something like this would work [Music] okay i want to bring in mark and randomness to this so i'm going to increase uniform a bit more [Music] maybe like that and also end point i'm going to increase end point as well so yeah let's add some materials uh for this object so for that i'm gonna split my screen going to shader editor right here let's switch to material preview mode so now as you can see we don't have any textures so let's hit new and uh i'm gonna choose base color click on this eyedropper and then just click on my reference image somewhere in the mid tones probably somewhere here then i'm gonna decrease roughness probably like this i'm gonna set the same material for the cap i'm gonna choose it here maybe i have to make it more saturated and probably darker let's let me adjust here as well maybe that's that will be the good starting point so i don't actually i don't have to unwrap the object but i'm gonna do it i'm gonna wrap only on the uh front part so i switch to uv editor so now i choose the cylinder hit tab to enter the edit mode and select the vertices ic then hit u on a keyboard and choose project from view so that's what we have i'm going to select all islands here s to scale it to make it bigger like this and that's pretty much it so i'm gonna collapse this window as you can see we have a front title on the front uh surface so we have to recreate it somehow i'm going to do that in photoshop i created a new file in photoshop there is the resolution is 2048 by 2048 and uh i just hit t on the keyboard and uh i'm gonna what we have there let me check hourglass so i just type it here make it bigger let's decrease the size to like 100 and i'm gonna rotate it counter clockwise like this and of course i'm gonna adjust the font of course so let me see so i guess something like this will work i'm gonna export this texture actually i have to put it onto the transparent background so i'm gonna duplicate it by hitting ctrl j i'm gonna delete this one and shift and bring in empty layer and delete this white background then i have to rasterize this layer so i just hit g on the keyboard and then confirm rasterization hit ok control e to merge all the layers and then i can save this file file save as and i choose png so now we can import this texture into blender i'm gonna get back to blender and uh i'm gonna split the screen go to shader editor right here let me duplicate this material and let's call it um let's look at this is actually shift a and i'm going to bring in mix shader i'm going to put it to this socket on the top i have to import the actual texture so shift a image texture open and i'm gonna find it somewhere on my desktop right here and make sure that your node is active and hit ctrl t to bring in texture coordinate and mapping node by the bay you have to make sure that you have a wrangler add-on being activated make sure it's active so i'm going to connect alpha socket with the factor and then i'm going to bring in a new principal bsdf shader like this and i'm going to connect it to the socket to the last one right here so that's what we have so far let's try to actually adjust a few things so first of all we have to switch to extend that looks better and i'm gonna get back to uh uv editor again hit tab front view gonna select those vertices u project from view let me try again i'm gonna wrap everything l to select all islands and i'm gonna move it somewhere here and again i select all vertices right here u project from view and i'm going to adjust this i'm going to increase it like that probably a bit bigger g y to move it higher let me see g x to move it along the x let's actually move our reference image slightly like this so yeah let's make it slightly bigger s to scale it gy and yeah and let's move it to the left a bit so yeah i guess i guess something like that would work also we can tweak the uh texture of this label actually right here we can give it a color for example something like this and increase saturation and uh decrease roughness maybe that's too much i'm gonna decrease saturation so something like that let's leave it like like this for now and let's give some material for the actual hair as well so i'm going to switch the front view hit new right here and as you can see there is uh some sort of gradient on the hair so let me try to recreate it with a color ramp so i'm going to bring in color ramp right here and i'm going to connect it to base color here and then so now i select this mode color ramp and hit ctrl t to bring in texture coordinate node and mapping node i'm going to delete image texture and connect these two sockets and then i switch from uv to generated right here and let me see what i have i'm gonna bring those sliders a bit closer something like that and then i'm hit plus icon right here to bring in one more slider so after that i choose my first slider black one and i choose eyedropper tool and i'm gonna pick up color from here and let me just duplicate this valley and paste it for the right slider right here and then i choose middle one eye dropper and i'm going to pick up this one so now i have to adjust the position of that so let me see i'm going to rotate it along the set i guess yeah something like that and i'm gonna move it a bit lower like this let me switch to front view let's actually put those sliders a bit closer to each other like this then i'm going to rotate it more so yeah something like that let's actually bring in one more slider so hit plus icon i'm going to copy this value and paste it for that slider as well probably i have to bring in more saturation gonna copy it and paste for this one and same for the middle ones so let's leave it like this for now we can adjust later if needed if you want to make the transition between different parts a bit smoother just move sliders away from each other like this and the gradation will be much smoother also you can switch from linear to ease like this let's check it from this view well i think it's close to our reference image let's increase brightness of that light source so we can see better what's going on here yeah i think that's that looks fine so i noticed that i have to adjust my model slightly so i choose the cylinder hit tab and i'm going to select these two loops so alt and left click and shift l alt and choose another one and use that to move it lower like this and then i'm going to select this one s to scale it and i'm going to make it a bit rounder probably like that and also maybe i'm going to select this one and scale it a bit as well like that so yeah let's leave it like this now we can create a simple lighting setup for this product so let me hide this reference image for now and i'm going to collapse this window on the left shift a to bring in plane tab to enter the edit mode s to scale it like this then i switch to side view wireframe mode and gonna select these vertices on the right and then ease that to extrude them up so we have two planes then i'm going to select these vertices as well ctrl b to activate battle 2 and i'm going to add more segments here like this and i'm gonna bring in a few loop cuts here and here and for that part as well tap to get back to object mode control 3 to bring in subdivision surface modifier so that's how it looks like right click and shade smooth let me check face orientation it's fine maybe let's give this surface some material let me see i'm going to switch to shader editor and hit new probably i want to use some dark dark color for the background and the actual shooting surface so i'm just going to grab probably something like this see ah let's leave it like this for now i'm going to choose camera hit o to enter the camera mode and to bring in this menu on the right choose camera to view and i'm going to position somewhere somewhere here probably my focal length is 150 that's okay i'm going to switch to 3d viewport and adjust camera position a bit so gy to move it away from the objects something like that probably and also i want to adjust the position of this cap so i'm going to rotate it along y i'm going to set origin to uh geometry and then our y 90 and then our z to rotate it along the z axis and i'm going to position uh maybe let's try like that g shift z to exclude exclude the z-axis from move tool and maybe i'm gonna put it somewhere somewhere here for example the idea is actually to create the gradient on this on this part of the cap so let's try this position and i'm gonna move my plane a bit higher somewhere here let me check from side view uh we can actually snap it to the face so gzat and i'm holding ctrl key i'm gonna try to snap it right here so probably like that and i'm gonna move this guy a bit lower face uh gz and same for these two parts gz i'm gonna snap it to the surface so now i'm gonna add a few light sources to this scene and for that i hit shift a light and choose area light gz to move it up ry90 rz to rotate it along with that and i'm going to put it somewhere here as that to scale it along the z axis and i'm going to move it up like this let's switch to rendered mode so we'll better see what's going on i'm going to delete this default light source x and delete so far that's what we have oops let me zoom in a bit closer so yeah that's what we have um let's increase brightness of that light source to like 100. as you can see we actually see the that our shooting surface is actually reflected on this object so what we can do in this case first of all i'm gonna light this object on the left so i can hide this plane for now actually i'm gonna select these two objects and hit m and add it to new collection let's go just one for example and i'm gonna put this plane to another collection let's call it background for example right click and uh i'm gonna choose disable from view layer actually i have to bring new layer right here so right click view layer and disable from view layer i'm going to add the reference image to the background as well temporally and probably this one as well and let me see gz to move it lower so yeah i just want to have maybe this hard highlight on the left and then i'm going to duplicate this light source shift d and i'm going to put it somewhere here move it a bit higher our z to rotate it along the z axis and then i'm gonna bring in a plane here i'm gonna rotate it and then extrude it into the edit mode e y like this a to select all vertices and i'm to make it bigger like this and sy to make it a bit smaller our z and i'm going to put it here for example like this seven to switch to top view i'm going to rotate it along that g shift z to move it somewhere here let me see how it looks like i'm going to add a new material for this one i'm gonna choose shader editor here and uh i'm gonna delete principled bsd shader and i'm gonna add translucent bsdf connected to this socket so now we have nice highlight on the right as you can see and let me see maybe i can scale this light source a bit i'm going to make it bigger like this and maybe i can increase the length of the of this diffusion panel actually e to extrude i'm gonna move it a bit further like this so that's what we have nice gradient coming along the surface maybe i want to increase the brightness of that light source as well so let's put it like maybe 500 for example yeah that looks cool so now i want to bring some light to this part to this hair so i hit shift a and add spotlight gz to move it up like this and let me see i'm going to increase power like 200 maybe i'm gonna move it a bit lower like that and decrease the size i'm going to increase blend parameter and maybe i'm going to decrease radius like this so let me see let's turn off this light source for a while so we'll better see what's going on i don't see if that's this light affects our scene in any way so maybe i have to increase power i'm not sure why it's not really visible maybe i'm gonna move it lower not sure why it's not working but anyway let's just add area light for example you know it a bit higher gy and i'm going to rotate it along the x like this i'm going to increase power to like 100 and maybe i wanna i'm gonna make it the light the light coming from the side a bit so i'm gonna move it to the right ry to rotate it like that and i'm gonna increase power as well so maybe something like this and also have some nice highlights on these parts i think that looks cool let's adjust the position of that light source maybe something like that i'm gonna turn on the rest light sources so far that's what we have maybe i want to make this highlight on the left a bit bigger so i select this light source hit sy to scale it and i'm going to rotate it along the set and maybe i can bring it a bit closer to the object maybe that's too much something like this and let's increase the size of that light source as well s y g should set and i'm gonna move it maybe here like this and i also create some sort of rim light for both sides so for that i hit shift a light area light rotate it along the x g shift z and let me see i'm gonna move it up a bit rotate it like this as set to increase it along the z axis seven to switch to top view g shoots that and i'm gonna put it somewhere somewhere here r z to rotate it again like this and let me increase the brightness as well maybe that's too much let's try 50 and let me duplicate this light source shift d and g shoots that and i'm going to put it to the another side rz to rotate it along the z axis like this so yeah that's that's what we have so far let's just try um to do a test render for this product i'm gonna just uh let me see enter camera mode and i'm gonna hit just f12 so i actually forgot to put this object this diffusion panel to another layer and uh cap as well but it's not a big deal just to test render so i just want to see uh how light interacts with the product i think that's pretty cool maybe i have to make this part somehow brighter and uh kind of bring more contrast to that part to make this pop so let me hide the the cap in this diffusion panel so let me see where is it i'm not sure why this is still visible uh on the let me see if i put it here it shouldn't be visible actually let me try like this and also i'm gonna put this plane to that collection for now probably i want to adjust the logger so i'm going to make it metallic and uh let me see and decrease roughness even more actually i think it will be better it will be easier to achieve the desired look like this maybe i'm going to increase yeah something like that probably now it kind of stands out so let me try to render this one more time actually i have to put uh this i have to bring back this plane to this collection as i want to see i just can make it invisible for the camera so i'm going to object properties and then choose visibility and turn off camera so it won't be visible for the camera but still it still exists in the scene and it will affect our object we can also try to colorize this highlight on the left so i'll choose this light source and go to properties and i'm going to pick up eyedropper tool and click somewhere here then i'm going to increase this parameter and decrease saturation i guess something like that let me try a bit more and the same thing for this light source on the right gonna select this one actually let me just copy this value and i'm going to paste it for that light source so all i have to do now is just to render this on the we have to render this actual layer and uh probably i'm gonna increase samples to like i don't know let's try 300 and i'm gonna turn on adaptive sampling and also you can turn on let me see the noise in data to get rid of noises during the post production as well by the way there's one more important thing i have to make sure that i have actually transparent background so i go to film and hit transparent right here so all i have to do now is just to save this image as png file i choose 16 bit mode usually and zero compression yeah she'll just save it somewhere and we're gonna use it later for compositing in photoshop so now let's create something similar uh for the cap and uh i'm gonna create a new layer actually let's call it cap so what i'm going to add there let me see i'm gonna hide these lights actually gonna select all of them i'm gonna add them to new collection and right click visibility i'm sorry view layer and disable from view layer and then i'm going to do the same thing with this i'm just gonna actually put it to this collection and uh same for this collection right click view layer disable from view layer and let's actually add these two to that collection for now so now we only have a cap shift a to bring in area light rx to rotate it our z and i'm going to move it somewhere here shift a to bring in plane i'm going to rotate it and extrude along y like this and i'm going to make it bigger of course let's make it slightly thinner like that and i'm gonna put it somewhere here so let's see how it looks like let's add more power to that light source like 200 maybe and i'm gonna give it new material as i did it previously gonna delete this one shift a shader translucent base df i'm going to connect it right here get back to 3d viewport and i'm going to rotate this light source like this i'm gonna put it lower g y g x so the idea is actually to create the gradient on this on this surface so let me try to rotate diffusion panel i'm gonna move light source maybe let me see let's try to rotate it a bit more like that g should set to move the light source so yeah maybe something like this let's let's try to increase the power maybe like 500 and let's add one more light source area light gz to move it up and i'm going to position somewhere let's increase the length of that light source rz to rotate it and maybe i'm going to put it somewhere above the cap like this as you can see right here and give us nice highlight on the top i'm gonna increase power as well like 100 maybe that's too much 50. and maybe we can add one more highlight for this part so i'm just going to duplicate this light source shoot d and uh ry oops r double white actually our double set like this and maybe i'm gonna put it a bit higher like this maybe somewhere here let's adjust the position of that light source g should set i'm going to move it a bit higher like this and i'm going to increase the size of that highlight like that i'm going to increase power a bit also let's colorize those highlights as well i'm going to select this one eyedropper tool click somewhere here and i'm going to adjust v i'm gonna decrease saturation like that i'm gonna copy this value and paste it for that light source we can make it a bit brighter something like that and same for this one so yeah i think that looks cool and let's hide let's hide this object from camera as i did it before and let's try to render this scene by the way don't forget to switch to view layer properties and click render single layer so this way it will render only the current layer save this image as we did it previously save s and choose png 16 bit mode and now we have to create kind of general lighting setup for all objects and for that i'm gonna let me find the actual brush i think i can delete the reference image as it won't need it anymore so that's how our scene looks like without all light sources we have in the scene let me create let me switch back to actually view layer and i'm going to select all light sources this one this one that one and i'm gonna add it to new collection so what we have here um let's add this one here i'm going to delete this collection right click view layer and disable from view layer and also i'm going to put this light modifier here so that's what we have and i'm going to put kind of just one light source aerial light i'm going to rotate it like this let's actually let's try to add a spotlight source instead so i'm going to move it right above the product like this gx i'm gonna increase intensity uh increase blend value to one and i'm gonna decrease the size probably like that maybe i'm gonna put it a bit lower gy gx maybe i'm gonna resize slightly like this and put it a bit backward like that so let me see what we have yeah i guess something like this since i want to have a relatively dark background and kind of bright spot on the shooting surface so i think something like this will work let's actually increase power to 10 000 let me let me actually adjust the position of that spotlight so i'm going to move it a bit back and to the right i'm going to rotate it and along the z like this and i'm going to increase the uh radius to make the shadows a bit softer probably something like that i'm going to increase intensity a bit more and i'm going to put the uh background to the left a bit yeah something like this so let's try to render this setup so i think this will work as the as the basic layer i'm gonna put the other two layers for the actual brush and for the cap so let's save it as well as a png 16-bit mode so now let's bring in all parts in photoshop and i'm going to select this layer and put it right here another one and the cap so we have all parts here let's slightly crop our image like this and now i'm going to add a mask for the brush and i'm going to choose i hit b on the keyboard to choose the brush tool and uh i'm gonna decrease harness to zero and maybe opacity to ten and i'm just gonna paint over this part i'm just gonna match it better with the uh with the shooting surface it shouldn't be that bright at the bottom part so i'm just actually revealing the layer underneath it as you can see i'm going to increase the brush size a bit like this okay so here is the before and after and same for the cap for this part i'm gonna add a white mask b to activate the brush i'm gonna increase opacity to like 30. i'm just gonna paint over this area let's also switch to uh 8-bit mode for now so yep here's without a mask and with it it looks better now in my opinion and uh let's adjust these highlights on the brush so just activate magic wand tool v on the keyboard gonna decrease the tolerance to like six maybe and i'm going to select that part and that part as well and let me see maybe i'm just i'm going to create a new layer like this and i'm going to add a mask to it choose brush like this and i'm gonna paint over that area actually let me try again and like that you don't have to be really precise as we can decrease opacity and uh double click here this slider to the right and alt and click to separate them like this it kind of brings more realism to this highlight in my opinion let's hide this part a bit i'm going to choose black brush decrease opacity to 10 and just paint over this area like that and maybe i can do the same for the for this logo so i'm just gonna switch back to this layer and select all those letters like this and i'm gonna hit i'm gonna click here and choose gradient let's put zero here and uh i don't actually see it i'm not sure why let me choose radial oh i i understand why i don't see it i'm gonna move it up and now it should be visible let's switch back to linear yeah like this let's increase scale to like maybe 40. i'm gonna put this gradient somewhere here hit okay and i'm going to decrease opacity so something like that and also maybe i want to make this highlight a bit brighter so let's put this gradient lower i'm going to select gradient and brush and hit ctrl g to edit into the group so now we have all layers in the into single group and now i'm bringing curse adjustment layer and i'm going to adjust contrast a bit ctrl alt g to snap it to the layer underneath it so we will only affect this layer with the brush put it lower ctrl alt g like this maybe that's too much yeah maybe something like that let's duplicate this pierce adjustment layer and put it higher i'm going to select this layer and cap layer ctrl g to put it into the group so yeah something like that and let's actually adjust contrast for this layer ctrl alt g to snap it to the cap layer and maybe increase contrast for that one as well like this and for that one also we can adjust colors of the background so i select this layer hit this icon and choose for example color balance and i'm going to shift toward bluish tones like this so this way we affect only the background and the part of the foreground but not the objects obviously on the scene so maybe something like that it's up to you completely and also we can add the gradient to that part make it smaller like this that's too small let's increase it like that hit okay and choose soft light and decrease the opacity also you can adjust the position on this gradient of course so yeah i guess that's it feel free to download these models on gumroad i put the link under the description and you can download psd file as well to practice and thanks for watching and i'll see you on the next tutorial
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Channel: Andy M Visuals
Views: 22,140
Rating: undefined out of 5
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Id: Et2oXBIXZJ4
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Length: 74min 39sec (4479 seconds)
Published: Thu Jan 21 2021
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