How to UV Unwrap a Bottle in Cinema 4D

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[Music] hi guys Ross here welcome back to another video so in today's video we're gonna be talking about how you can UV unwrap a bottle in cinema 4d so I did a time lapse of video the other day on a bottle render that I made and people were kind of picking up on the little details on the base of the bottle and kind of way to have those bumps somewhere it says like 750 milliliters and UV unwrapping is the process I go through in order to achieve those details so that's what today's video is going to be running through before I get into the video as always if you want to see more content like this hit that subscribe button down below at the moment 93 percent of you watching and my content are not subscribed and that pains me to my core to have to say that so hopefully we can decrease those numbers and get more of you engaged in the channel which would be awesome if you enjoy the content hit the like button and yeah I think that's pretty much everything so we're gonna run straight into the video and yeah let's do this I have here just a really basic bottle that I modeled the other day I used it in a few recent posts that I posted on YouTube on Instagram they were the bottle time lapses if you haven't checked them out I've really appreciate that and basically what I've done is just taking that same bottle we've got a fairly simple setup here we have the walls here which is just the glass for the bottle we've got the lid which I modeled and then did some sculpting too and then we have the liquid so the main thing that we want to do here are actually the only thing we're gonna do is actually just UV the glass for this because we're not gonna do anything special with a lid and the actual liquid itself doesn't really have a texture so the only thing we're gonna be texturing is the glass and that in this case is the walls so we're gonna hide the liquid and hide the lid and what typically do is create a duplicate of this wall and to put that in a group and then hide the group so I've got a backup because what I'm gonna do here is actually make this object editable so I'm gonna press C and what that's done is combine the object with the subdivision surface it was underneath if I show you the original one aside that you can see that the mesh here is nowhere near as detailed as the one we've just made and that's because the new one has been combined with that subdivision surface so now we have a much cleaner mesh which is gonna make it easier for our UVs as well so we're gonna get a cleaner UV mesh as well it should be nice for when we're texturing so that's usually the first step I just will create a backup version make it editable and now we've got a cleaner mesh to work with so we're gonna change the layout and we're gonna go up to body ping UV edit you can see that we now have this new window and everything's kind of moved around a little bit and this window on the right hand side is gonna be where we can start to create our UVs so at the moment we've got this whole mess of an image here and that's because it's already given us some UVs we actually don't want those so I'm going to delete that tag and now those UVs have disappeared so what we're gonna do is come up to the top here and we're gonna go through the paint setup wizard so we're gonna click that and deselect or go into our bottle and we just want to select the glass wall here so I'm gonna tick that one and that basically means it's just gonna create UVs for that selected object so we're gonna hit next and we're gonna leave these default I've never really tinkered with these so I'm not sure quite what the different settings do but I've never needed to change them so I'm just gonna leave those at the default for now hit next again and the only thing I change here is I just increase this maximum size here which is going to adjust the size of the texture when we take into Photoshop so I'll usually do 4,000 or 5,000 so I've got 4k / 5k texture to work with let's just make sure that if you're trying to do like a detail up close shot that the texture is gonna be high enough res for you to get a really nice shot out of that image out of that texture so I'm gonna set out to 4,000 and hit finish it's gonna generate the UVs and voila we now have these UVs on the right-hand side now this is a pretty good start this could obviously depend on how you have modeled your bottle so I may do a separate video on how I set up my bottles to ensure that you kind of get this starting point so yeah we've got our UVs and let's start having a look at these so if I come up here and select the UV polygons it's now gonna select all our UVs it's gonna select all the polygons and what we can actually do now is start to go through and click some of these and you can see how that corresponds with our model on the left hand side so let's just have a look at this and we're facing the bottle front on I believe but I will set up a camera just in case because I want to know where the front of the bottle is so I can make sure that I add a line or my you've ease up correctly because chances are I'm only probably gonna see the front at this bottle okay cool so I'm just going to put protection tag on this camera so I won't move around and let's zoom back here on this so we can select both within the UV panel and within our viewport here and you can see if we just select the front of the bottle here the UVs are kind of transferring over between all these different parts and obviously that's not correct so if I just selected this little portion here maybe that bit there you can see how it should be going from this part of the UVs to this part and then as it goes further around should be on to this one but it's actually jumping and missing this middle bit and that's because the UVs have been built in the wrong order so what we need to do now is actually rearrange these different sections so they're in the right order so what we're going to do is grab our rectangular selection and start to select the different sections so let's figure this out so this object here should be next to this one and where's that coming from so that's the back of the bottle and this is the left hand side so let's have a look okay so this window here needs to be on the left of this one so I'm going to grab that and move it over to the left so we can move outside of this canvas and then look cool so you see how those now are going in the right order obviously that's separated and we'll need to attach them but we'll get up to that point and then as we go over that is in the wrong order as well so we're going to grab the rectangular section again grab this press e for the move tool and just move that over to the right hand side and then let's move both of these across again pressing E to get our move tool and now if we select our UVs that's all in the right order so from left to right we've got our UVs in the right order as well so now we can see that this part is the front of our bottle and that's in the right bit and as we move to the left we go to the left of the UVs as we go to the right we go to the right of it you v's so let me come at my camera as well as we go around the back it then moves on to these UVs here and these ones over here actually the inside of the bottle so if I turn object to x-ray you can see how that selected the inside I'm not gonna tinker too much of those because realistically most of the time you're only going to be doing stuff to the outside of the bottle like adding embossing to it for example sometimes bottles do have details on the inside but for the most part it's just the outside of the bottle you need to worry about so we've now got our UVs in the right order so from left to right it's not working how we want it to but you can see we've got this gap in between them and we can't see the problem at the moment with that but if I was to create a new layer and start to brush on this so if I come up to my polygon tool here it's gonna bring me this brush tool and if I start painting on this so I put the seal X here and desert that and I'm actually just gonna come out the camera so we can see this a bit better and deselect my object you can see how we're getting this little kind of split down here this kind of glitch and the texture and that's because there's a gap in between the UVs so these u-visa need to be stitched together otherwise you've got this empty space here where your texture isn't gonna show you can see here how it kind of disappears in his car for the edge and that's because only that little bit there is actually on some UVs the rest of it is kind of just floating in space so when that comes to creating quite detailed texture you're gonna get these problems so we need to fix that by stitching the UVs together so I'm just gonna delete this layer there we don't need that and let's look at how we can do that so the best way I know how to do this and I am by no means an expert you Vieng but the way I would do it is I would grab that pane there for example that bit of that part of the UVs and I'm actually gonna click on this button here undock it and that way I can scale this up and get a bit more space and zoom in a bit more so look here so we're gonna zoom in move over and what I want to do here is just get them as lined up as I can manually just by moving them around so I'm gonna move that over and just make sure they're lined up at the bottom here so that looks good to me zoom in a bit more and you can see obviously it towards the bottom the bottle is actually curving out and that's because the bottom of the bottle is curved if I just remove this other way you can see how the bottom of the bottle is actually curving so yeah we get those curves and UVs but we want to find a bit way it goes straight and that looks around about here and just get them as close as we can so I'm gonna zoom in a bit further whoa not that much so I probably want these ones here to be touching so probably like that that looks good and if we come up and we change from the polygon selection to the points and we can just select these quickly and you can see that they're just slightly missing and that's fine that's close enough but what we're going to want to do now is actually basically select the points that we want to stitch together so these ones down here okay we can leave those being curved that's not too much for a problem but where it probably gets to this point here where they should probably be touching we're going to want to stitch those together so if I have both of those points selected so I'm trying to click and drag using my rectangle selection again I'm in the UV points mode and we're gonna come up and press this button up here called UV terrace now what that basically does is it meets both of the points in the middle and you can now see that to turn that into one point so now both of these different kind of UV sections that we had are now joined by that one dot there so we basically just want to do that with the rest of the points going upwards so I'm gonna click and drag and set up those points hold shift click and drag and that's going to allow us to select more points shift click and drag and obviously we could zoom out and do more at once but I just want to see where they start to split apart shift click and drag and now you can see they're starting to move outwards as the ball curves we could probably go to about this point here because we don't want to start connecting these all the way up here because it's gonna store the mesh too much but yeah we can probably connect those so we've got a load of points selected we're gonna hit UV terrace I'm going to zoom in a little bit so we can see how this works a bit better so I'm going to come up hit UV terrace and now that I've stitched them together so now we've combined two different kind of UV sections into one UV so now I'm just going to let's see I'm gonna close that and just reload the UV edit let's move that over and if I come back up to my polygons create a new layer and start to brush this let's go up to our object you can see now we don't have that issue where it was splitting the texture before I'm just going to increase the preview size so if I double click on my material go to editor and preview size I can make this like a 4k and now you can see that better so you can see now we're not getting those problems where it was starting to split you can see we're getting it a tiny bit there and that's probably because I've drawn on a part where it's starting to split apart so have a look yeah so you could stitch those parts together this obviously all depends on your model if you know there's only there's not gonna be labels towards those edges that's fine and because if I come into my camera basically anything that's going to be within this kind of section here or basically anything that doesn't overlap it's gonna be fine there's not gonna be any errors it's only gonna be on parts where the u-visa start to split apart like this and if that's the case then you would just have to stitch these together but by doing it this way you're kind of covering most parts it's a good starting point especially for if you're just trying to do little details at the bottom here where you kind of have those bumps and like 750 milliliter for example cool so we're starting to get somewhere with this UV and now it's just the case of doing the same with these other two sections okay cool UV terrace and now we have those stitch together so we've got a lovely UVs for the outside of our bottle like I said I'm not really gonna touch on the inside that's not as important probably but you could figure out how to do that down in the bottom here this is probably gonna be the bottom of our bottle so let me just come out of that okay so that's probably the inside that one what about this one okay cool so that is the base of our bottle so that's where I would put those kind of lugs as they're called but this texture is pretty much ready for Photoshop now so we're gonna go and layer hold on let's make sure we're in the right mode cool so wanna make sure you've got your object selected I think you can be in either one of these yeah so you can be in UV points or no sorry UV polygons or UV points we're gonna go to layer create UV mesh and now we've got this white layer on top of our UVs and basically this is gonna be like our guide in a Photoshop for when we're laying on our graphics on top so we've got that and now it's just a case of file/save texture as Photoshop yeah okay I'll just save this to the desktop and let's cool this what should we call this just wine text it's save and let's open that up in Photoshop so that's gonna load and now we can see the reason why we made that UV mesh layer because we turn it off it's just gray when we turn it on we have got movies so I'm gonna go into this other document which is what I used when I built the previous wine bottle renders which again you can watch the time lapses for on my YouTube and this is basically what I set up to create the embossing x' on the bottle so let me just run through this quickly so we've got our UV mesh here I'm actually gonna duplicate these over into our new mesh just make sure it's or good in the hood okay cool so what I would usually do first is create a new layer and make that into a black background and then probably reduce the UV meshach actually see my graphics a bit better so what I've done here is basically set up a white and black graphics and this is because we're gonna use these to emboss these details onto the bottle so at the bottom we have those bumps which are gonna give us those lovely bunchy on the bottom of bottles we then have the 750 milliliters and the dots which you get at the base of bottles and then we have the actual graphics so you can see that these dots numbers and the kind of bump details on the base of the bottle here a slightly blurred and that's because when you embossed these in cinema 4d they need to be blurred just a little bit to smooth out those embossing x' if they weren't blurred they would literally just extrude out without any kind of bevel on the edge and that's gonna give you some kind of horrible reflections and refractions in the glass so I've just blurred these slightly and the way I would go about doing this is create your circles first so I'll just do an example so I've got my circle I'll make that white and I would then turn it into a smart object and that basically means that when I apply a blur to it so blur Gaussian blur and yeah that looks fine to me because it's a smart object we're then able to actually go back in and adjust this to whatever we want so I could turn that to like one to ten and we've got that option of being able to adjust the blur without destroying that layer so we're working non-destructively so I could actually turn off that blur and I've then got the original circle back so I usually convert everything to a smart object before applying any blur to it so basically the reason why I've used a white and black color scheme here is because when it comes to bumps and displacements black basically means it's going to be unaffected by the bump whereas white means it will be fully affected so if we had a displacement for example of 1 centimeters anything that's white will be displaced by 1 centimeter anything black will be unaffected so that's why I design everything in white and black obviously if you're actually designing a label with all the colors you would want a colored version and then a black and white version for any embossing and alpha masks for example so we've got the basic setup here I'm gonna delete that background layer I don't need that and when we save this we go back into cinema we can go into our material so I'm gonna come out of the body paint layout go back to standard and if we go to our material and then reload do you really want to revert to the save version yes we do and you can see that's now updated and we have those details on our bottle and they're perfectly mapped out because we've you read it really nicely now we are for some reason missing the details on the bottom do you know why it's not because we put on the wrong one okay cool so I remember when remember when we were selecting in cinema we said the right hand side one was actually the bottom of the bottle the left hand side one was the inside so we just want to make sure that we've got that correct let's just scale it up so it's right at the edge that is good and it's resave it and the beautiful thing is that once we save it we can then go into cinema press reload image and there we go beautiful so that's how we expected it to look cool so what we can do now is actually look at embossing these so what we're gonna do is actually copy the shader from our color and put it into the bump and hit paste and that's actually gonna add some bump to our bottle and we actually don't want the UV mesh low which is fine we haven't actually got that but for some reason it is embossing it let's have a look let's find out why it's doing that so but for those I'm actually gonna delete the UV mesh from the Photoshop layer we don't need that I'll hide it I might work there okay so I usually work in Corona so I'm just going to go to Corona convert scene okay and I'm gonna have to do the reef the same thing and turn the preview quality back up so to add to 4k okay sweep so I'm just gonna do a really quick render just so you guys can kind of see how the bump works on this and so I'm actually a new set that to clear like a grayish color set up a light really quick just turn that off so Corona interactive rendering and now you can see we have got those lovely details on the bottle and it's actually probably a bit too much so let's turn that down to make like forty percent on the bump maybe even Morris turn it down to like ten cool and now we're getting those really nice details on the bottle I'm gonna go inside my camera like that let's turn down the exposure on this a little bit and you can start to see you again those lovely details and on the bottom of the bottle and that's what's really gonna help to add to your realism of your renders is these little details so hopefully you guys found this video helpful I know I covered quite a few topics in this video but hopefully it all made sense if something didn't let me know in the comment section down below and I can try to get back to you on that one and as always if you found the video useful and you want to see more content like this hit that subscribe button smash that thumbs up button and hit our notification bow so you know when I Lode I think that's pretty much everything so hopefully you guys enjoyed the video and I'll catch you in the next one peace
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Channel: Ross Mason
Views: 17,642
Rating: 4.9083095 out of 5
Keywords: iamrossmason, Ross Mason, ross, tutorial, uv mapping, uv, ross mason, graphic design, cinema 4d, cinema 4d tutorial, how to uv unwrap cinema 4d, c4d tut, c4d, c4d tutorial, uv unwrap bottle, cinema 4d embossing, embossing, texturing, lighting, uv unwrapping, uv unwrapping cinema 4d
Id: ZJYcEOKoMcE
Channel Id: undefined
Length: 24min 3sec (1443 seconds)
Published: Wed Jul 15 2020
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