How to Visualize Products in Blender to Make Money (Aryan Tutorial)

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we're going to pick a random product from Amazon and then we're going to model texture and render this in blender this is the easiest way to make some money with blender if you want to learn more about the tools and techniques that you see me using these videos then check out my new blender ebook the link is below the best kind of reference image that you can get for product visualization is the first image on that product's page on Amazon we can right click save image as I'm going to save this to new folder on my computer and we can use this as a background image and blender to tell us how wide this is and how thick this is and whatever the I'm going to pull out pure and I'm going to drag and drop a couple more images in there if you don't have pure ref you can just search pure on Google click on this download button you can figure out the rest it's just a little program where you can put some pictures that you can look at on your screen while you're modeling I'm also going to save the side view image to my computer and I'll try to get as many reference images as I can from different angles so that I can look at this as a modeling we can see more or less everything we need to see over here so this should be enough for now if we need some more images we can just Google this product in blender I'm going to go to side view shift a image reference and I'm going to to load up my reference image so I can put it in the background I want to add a little bit of transparency to this image over here on the side and I'll just throw this in the background I'm also going to look at the scene from the other side and I'll load in this other reference image it might be a good idea to go back to front view so we can adjust the size of both of these images to make sure that they align perfectly as you can see the height is exactly the same which means all the other dimensions are going to be proportional as well so we can just throw this in the background and we're ready to go now we can start modeling this pair of headphones this has got to be the ugliest pair of headphones I ever seen in my life I wanted to model this cooler looking pair but I didn't feel like it this one is a lot more simple so it's easier to model maybe if this video does really well then we can model this one as well so let's start by modeling this big piece first I'm going to align my cube with the top of this headphone I'll take the lower face and I'll bring it down to the bottom I'll adjust the width and now I'm going to subdivide this a couple of times when I subdivide this I'm going to make two Loop Cuts so I can get a better control of the shape and I can scale this Loop cut up a little bit on the x-axis we can scale this one up a little bit on the y- axis and the corner vertices we're going to scale inwards on the Z and the x axis so they match the shape a little bit better you can see the shape is more or less correct now we just have to make it a little bit bigger so let's do that now we're going to go to front view and then we're going to figure out that this has to be a lot thinner and it's also supposed to be sitting at an angle like this which means we also have to scale it up a little bit so it matches the dimensions we're going to add a loop cut around the whole shape like this then we'll select these vertices control+ and with individual Origins we're going to scale them down a little bit to control the shape with alt s I'm going to inflate this a little bit check even offset and we can now move some of this geometry down a little bit on the local z-axis we can move this up on the local z-axis the shape is more or less okay on the outside we're still going to have to change something on the inside but we'll get to that in a second object shade smooth make sure to save this file cuz this can crash any minute and now we're going to select these faces on the inside we're going to inset them with ey then I'll take this Edge loop around this and I'll slide it inwards a little bit with double G I'm also going to deflate these interfaces a little bit with alt s I'll make them a little bit bigger and then I can extrude them and they're going to give me this little curvy shape over here I can delete the faces on the inside cuz I don't need them and we can also control the shape of this crosssection by sliding some of these Edge loops around scaling them up or down moving them around a little bit and seeing what works out best I think this is more or less the shape that we need for the outside part of the headphone let's quickly figure out this cautioning thing on the inside I'm going to take this Edge Loop right here with P I'm going to separate it to New object now I'm going to fill it with f because when I fill it I can extrude it in the direction of the face and that way I can give it enough thickness give me another loop cut this way so I can control the shape better we're going to scale this whole thing up a little bit slide this Edge Loop backwards use alt s to push this rear face backwards a little bit more we can even bevel this to add some extra joint ometry that we can use to create this curve back here and just again adjust the size of the different Loop cuts to try to match this cross section that you can see in the reference image object shade smooth correct the normals and I think the rough shape of this looks quite nice because it matches the reference almost perfectly we're going to Bevel this Outer Edge Loop so we can get some new geometry and then that new geometry we can extrude inwards to create the hollow part on the inside scale that down to make it nice and smooth we're going to have to play around with this curve a little bit more to match the shape properly and we can extrude this inwards on more time to create this inner part extrude it again right click scale it up and now we can delete this face and as you can see now we have this inner part of the cushion we just have to fill that with a different surface so maybe we can duplicate this right click scale it down a little bit and let's just give that a nice grid fill go up here to the viewport overlays check face orientation this way we can check if we have any up normals this surface is red so I'm going to select it shift end to correct the normals and now everything is blue so we're good to go now the rough shape of the headphone is ready we can start adding some of the smaller details so let's check what are the details that we have to add we have this little hole over here I'm guessing that's a charging port or something we have this little knob which is probably a volume knob or something like that then we just have a little hole over here where you have this thing that goes around your head and there's a button whatever that does Bluetooth connection who gives a it looks like we have this little hole on both sides it's not a charging port it's something else it doesn't matter and in this image over here I can see that we also have some tiny little details down here at the bottom this is going to be pretty simple to make but we're going to need quite a bit of geometry on this to create that so we're going to have to start applying the subdivision surface modifier since we're going to have to apply the subdivision surface modifier let's do duplicate this and throw it to the side somewhere in case we mess something up because as you know the subdivision surface modifier is destructive so once we apply it and we start working with this we're not going to be able to undo this anymore we would have to create this whole shape from scratch again and I definitely don't want to do that so now that we have a little backup let's apply say two levels of subdivision for a start that's not going to be enough so let's undo that give me three levels apply that and now we can start adding these little shapes and we can add some more subdivision later so first of all we have this little shape over here to create that I'm going to select nine faces like this instead until I get the rough width of this little hole take these edges from the side and slide them with double G I'm going to set the factor to minus 0.6 and I'll do the same thing on the other side we might have to do a little bit further so we have the same length on both sides so let's try minus 0.7 instead it doesn't matter too much this is good enough now we can delete this surface on the inside if we subdivide this it's going to become more round and smooth now we just have to slide some of this geometry outwards a little bit like this and that's going to give us the round shape on the outside that we're trying to accomplish here we're also going to slide these inwards a couple of times maybe we can even scale this down a little bit we just just have to try and avoid any artifacts and as you can see we have a little bit of that going on over here we should be able to fix that by just sliding some of these edges so that they align with these outer vertices we're going to do the same thing on the other side and then if we take these vertices on the corners here we can use alt s to adjust them a little bit and maybe fix some of the folding the problem here is that we have some really long and stretched out faces like this ideally we need some more Loop cuts that go around the shape like this and that way this is going to look more like little tiles and that's going to give us a better result and this is where it might be a good idea to bring back our old mesh cuz we up and I'm going to add a couple of loop guts like this just so these faces are more like squares and out of my Loop tools I can relax these and turn them into circular shape we're going to have to deflate this a little bit cuz we made them a little bit too thick now and now we have a perfect shape with more geometry which is going to allow us to make this hole a little bit better this is why it's really important to understand topology I teach you guys how to manage your topology better in my ebook but if you don't want to pay just go watch Thomas call in 3D he's got a bunch of videos that show you guys how to make absolutely Flawless topology but now that we got better geometry let's again duplicate this new version and throw it to the side apply three levels of subdivision and now it's it's going to be easier to create this shape without any problems like we had before so let's select 3x4 inset that slide these down by let's say minus 0.4 same thing on this side now we can delete this subdivision surface slide these edges backwards slide these edges apart the same way we did earlier and next thing you know we got a beautiful hole here with no artifacts at all now we can just fill this extrude it inwards press s the scale but don't move your mouse just click once now you can set the scaling orientation to normal and this is going to allow you to scale along the normal line of this face so if we set that to zero we're going to be able to make this face perfectly flat and now we can just bevel this to make the shading a little bit nicer we're also going to Bevel this Outer Edge to make the shading a bit nicer we're going to uncheck Loop slide because that's going to make our edges a bit more even and tell me that's not absolutely beautiful we're going to have the same thing on the other side so we're going to mirror that in a moment maybe we should mirror that right now because we have to create these other buttons and they're not symmetrical on both sides so let's select this Edge Loop in the middle C CR E mark seam now in face select mod I'll press L to select this entire half delete the faces on that place the 3D cursor on On the Origin Point 3D cursor piver Point shift the right click scale to minus one of the x-axis correct to normals merge by distance and we're good to go maybe it would be a good idea to take this top view image and place it into our scene so we can look at it from the top view and then we can figure out exactly the size and place of these little holes that we have here so I'm going to use my print screen tool to crop this out on the Amazon page copy the clipboard and paint that we're going to adjust the colors a little bit cuz this is hard to look at you can't even see what you're doing and now let's save this as top reference and blender we're going to load this up and align it with our object it doesn't have to be exact as long as it a approximately tells us what we're supposed to do notice how this is sitting at an angle in the reference image is perfectly straight so it's not going to give us exactly what we're looking at but it doesn't matter I'm just interested in the approximate size and position of these things so we're going to select a vertx right around here somewhere and then with control plus we're going to expand the selection I'm going to try to get it so shaped approximately like a square as you can see the faces are a little bit longer than they are wide so I have to select a few more rows in the top and the Bottom now you might think that we can just inser this Loop tool Circle uncheck flatten and forget about it but as you can see that's a complete atrocity and there's no way that we can get this under control so we're going to have to do something different here's my technique that I haven't seen anybody else teach you inser this a little bit like this we're going to slide this Edge inwards a little bit so we have approximately the same thickness on both sides give me the same Shir on the other side and on the bottom as well now we're going to select the outline here viewport overlays check statistics and now you can see how many edges we have selected we have 32 edges which means if we turn this geometry into a circle it's going to be 32 vertices so place the 3D cursor in the middle of this shape select some faces in the middle and press shift 7 to align your view with those faces make sure the 3D cursor is there add a new circle with 32 vertices and align that with your view now you can scale this down you can rotate it a little bit do whatever you got to do fill this circle and add a shrink wrap modifier Target the surface below set the wrap method to project and then just lower it so it nicely wraps onto the surface make sure that it is completely inside this surface which we inset so it's important that the circle is smaller than that now you can apply the shrink wrap modifier and join it into the same object as the headphones delete the hole in the middle now select the edge loop around the circle and the edge loop around this hole W Bridge Edge Loops delete the face on the inside and you got a perfect circular hole we got some of this twisting again but that's fine we just have to separate some of these vertices a little bit as Thomas Colin said you can use the shiny mat cap to check if you have any shading artifacts and then you can correct that if you got to corrected once we got a hole there fill it extrude it inwards again scale it to zero on the normal z-axis we can also move it along the normal z-axis and that way we can adjust the depth we can bevel this bevel the outside of this hole and that's absolutely perfect we're going to need another hole somewhere around here and it's going to be approximately the same size as this one so we're going to select another surface like this and we're just going to do the same I'm not going to show you twice once we got a circle here we can extrude it inwards we can just Elite the face at the bottom cuz we're not going to see this thing anyway again give me a small bevel up here and this is where we're going to create this little volume knob or whatever the that is before we do that we're going to need one more hole but this one's going to be a little bit long longer and that's going to be around here somewhere once we got the holes in place for the buttons we can very easily use the geometry from the outside of those holes to create the buttons so we're going to select this Edge Loop and this Edge loop on the other button on the other side repete the separate those into new objects now we're going to fill this one extrude it out a little bit this one we're going to fill and extrude it out a little bit more this one has to be completely flat so let's scale normal and zero on the normal z-axis then we can push it out a little bit further as you can see it should stick out quite a little little bit this button has to have a one segment bevel and since we're going to subdivide that we have to delete the face on the inside and we have to slightly bevel these two edges this button is ready to go let's just quickly take care of this one this has to go inside we're going to have to subdivide this because we need more geometry here get rid of this fill this in somehow some way we might even have to subdivide it again and apply the subdivision surface modifier but the reason we're doing this is so we can select one little segment like this inser that segment extrude right click alt s to push it inwards and now this is going to give us these little lines that go around this button we can select this control I delete everything else except this face because we have to align our view with this face now take this segment alt e spin give me 64 and now we can add some subdivision surface to this and look at how cute that looks I'm not going to bake this as a normal map I don't care about the polygon counts if you guys care about the polygon counts you want to bake this as a normal map I don't mind this rendering for 3 days now we get to the fun part this is the that goes around your head this is the part that makes these headphones look stupid we got this thing coming up here towards the top and then it splits into two parts here's how you make something like that keep in mind that this is also going to have to be curved and it's going to have to follow A Perfect Circle so pay attention first of all we're going to create a hexagon why are we creating a hexagon and not a pentagon because if you have a hexagon and you subdivide it it's still going to look like a perfect circle but if it's a pentagon and you subdivide this I know that it looks like a circle right now but once you extrude this and subdivide this you could very easily see that it's not it's not that smooth a hexagon is much nicer the other reason we're using hexagon is because it's still very low poly so it's still very easy to separate this into two directions so here's how you do that we're going to join these middle vertices right here lift this up delete these faces place the 3D cursor right here 3D cursor is the pivot point then duplicate this Edge Loop scale to minus one of the z-axis merge vertices by distance then take these edges on this side and extrude them out to the side you can bring this to the middle and now you can mirror this over to the other side now we have this Junction right here we just have to rotate it scale it down and turn this into this kind of fork shape that we're trying to get here now we can subdivide this delete any faces on the ends like this object shade smooth and add a loop cut down here to tighten up this corner a little bit maybe you can adjust the shape up here or even lower these two faces down and once you play around with this for a while you're going to get very close to the shape that you're looking for you might have to make this thing a little bit wider once we have this Fork shape we're going to align it with the reference image in the back then we're going to make a couple more adjustments to this shape to control the thickness down here we have to make this a little bit thinner and we just have to make sure that this looks the way it's supposed to look once we got the right shape and the right thickness and all this we have to bend this so to do that we're going to create a large Circle in the middle of these headphones scale that and align it with the reference image then we're going to cut off this bottom part subdivide this a couple of times apply the subdivision surface object convert this into a curve we're going to place the origin point of this shape down here snap this to the origin point and now we're going to add a curve modifier and we're going to Target this curve which we just created we got to adjusted the form axis in this case the Z axis works best and now when we move this along the Z axis is going to follow this curve curve so in side view we're going to liftt this up until we align it with the reference here and now we can just continue to extrude this further down and that new Extrusion is also going to follow this curve we're also going to extrude this up and we just have to adjust this height until it gets exactly into the middle something like this will do we can also readjust that manually in a second let's duplicate this whole setup in case we something up because we are again about to apply these modifiers if we're going to apply the curve modifier it has to be above the subdivision surface modifier but if it's above the subdivision surface modifier then we won't have any more geometry for this to bend properly so we're going to Loop at this to distribute the geometry a bit more evenly then we're first going to apply one level of subdivision surface and once we apply that we can add another subdivision surface modifier just to make things nicer for now in the preview and now we got the shape that we're looking for let's cut this off at the bottom I'm going to use my proportional editing to adjust this part of the curve slightly and it looks like I also have to make this whole bottom part slightly thicker that way it's going to match my reference a little bit better apply the curve modifier and now we got the shape that we want we just have to make the simple little joint down here so let's do that really quickly set the mean crease to one right here fill that that extrude it down a little bit we're going to slightly bevel that just to make this little gap between the metal and this rubber extrude right click alt s to push it inwards we're going to lift this up to line it with the reference again lift this part up as well then we're going to inset the face at the bottom extrude it down and this has to be perfectly straight so we can't bend this or do anything fancy at the end we're going to fill this face and with contrl B we're going to Bevel it then press C to prevent this clipping scroll up a couple of times to add some more segments set the shape to 05 and now we got this little ball at the the end we're going to replace these two creases with a tiny little bevel and that bevel has to have a shape of one and two segments we're going to do the same thing up here just for the sake of shading and then we just need a cylinder to connect this with a hole down here so give me a cylinder with 12 vertices delete the top and the bottom faces and then just scale this down and rotate it into place we're going to adjust the position of the headphone so that this connects properly object shade smooth and look at how pretty that is let's use our 3D cursor to mirror this over to the other side make sure to connect these by scaling into to zero on the y- axis merge by distance and finally we have to create this little mesh or this little net on the inside here I think these headphones are starting to grow on me I don't think they look so stupid anymore I still don't know if I could walk around with this thing on my head but this does look pretty clean because of how simple it is so how do you make this little mesh first of all there's a little gap down here into which this net is seated this is what holds the net this is where it's glued into or stitched into or whatever so to do that we're going to have to select some Edge Loops kind of like this and we can slide this up to make it a little bit more round now we can make a little bevel here like this then just extrude this right click and ALT s to push it inwards we can delete the faces on the inside if you want to make this a little bit tighter you can also bevel this and I think that looks a little bit nicer now so to make the net itself let's take these two Edge loops around the trench separate them to new object select both of them W Bridge Edge Loops in this case we get a big mess if we just Bridge The Edge Loops so first we're going to fill a face like this then we're going to select the edge Loops W Bridge Edge loops and we're good we're doing this so we can add a loop gut in the middle and delete the other two Loop guts and now we can go to face grid fill and look at that it's like blender already knows what we're trying to accomplish not only that but it's damn near exactly the shape that we're trying to get as well to be quite honest with you I don't even want to mess with this shape anymore I'm just going to leave it like it is it's good enough for me object shade smooth and then to make this net here we're going to need a texture and we're going to have to use an alpha map to make the transparent part so now let's move on to getting some textures and materials going the good news is we're only going to have to download two materials for this we're going to need the net up here also this fabric down here this might even be be the same texture except this one is not transparent the problem is that I can't for the life of me find a material which is going to give me this kind of transparent net here so instead I'm going to make my own and blender I'm not going to show you how I made the net texture Maps maybe I'm an I don't feel like showing this to you guys I got to sit here all day every day explaining the same you can download this model on patreon so if you want to download these textures you can get them over there but I got a normal map here and then I also have an alpha map which is going to indicate which part is supposed to be transparent and I just baked that in the background we're going to add a new material here and we're going to name that net New Image texture not and load up the net Alpha map we're going to plug the alpha into Alpha then give me another image texture node and in the other image texture node give me the normal map non-color normal map node color into color normal into normal we have to UV unwrap this before it becomes visible and now we have a net texture the transparency is not visible yet because we're still in just texture preview in the rendered image we're going to be able to see some holes here this is supposed to be black right now we're looking at the underside so it looks kind of weird we're going to slightly inflate this then duplicate this and slightly deflate the new one and on the new one we're going to invert the normals and now we have a net extra on both sides give me a node Wrangler on the alpha map and also on the normal map we're going to increase the scale let's try 888 that looks pretty nice but you can always change that let's load up an hdri we're also going to need a texture for this cushion part on the inside of these headphones textures.com does not want to let me download anything else for free they say I don't have enough credits so instead I'm going to go to their competitor MN CG which is going to let me download the same for free so give me any texture I don't care about the color we're going to download this in 2K and now we can make a new material for the cushion we're going to drag and drop the normal map and the roughness map into the material set both of them to non- color this is supposed to be a dark gray color plug the roughness and the roughness we're running the normal map through a normal map node and now we just got to UV unwrap this and we're going to be fine we're going to crank up the scale on this give this a darker color I don't really like their roughness map so I'm going to get rid of the roughness map and just set the roughness myself self now we got all the textured materials out of the way just give me a simple black material for this thing that goes around your head this has to be kind of like a rubber so we're going to make that a little bit more rough this here is supposed to be some kind of very shiny metal so give me a new material assign it there crank the metallic and reduce the roughness then on the outside of the headphone we need a simple dark gray material it also has some kind of textures but we can do this with a roughness map we're going to name this gray metal make this dark gray make it metallic maybe a little bit lighter and now to make the little spots here give me a noise texture node plug the color into roughness control T to give me a node Wrangler we're going to project that by object now we're going to increase the scale until we have these little spots like this and we can add a color ramp node to control the contrast between the rough spots and the shiny spots so instead of white we're going to have a light gray and instead of black we're also going to have a slightly darker gray apply the same gray metal to the buttons but the top of this little button up here is supposed to have a different material so we're going to select this Control Plus to expand the selection new material slot again load up the gray metal and assign it but we're going to duplicate that into dark gray metal and this is going to be the same just a little bit darker give me an empty set of axes in the middle we're going to parent all these objects to those axis and now we can very easily animate this like I showed you in yesterday's video and the headphones are more or less good to go I got a massive update coming to my blender ebook in a couple of days right now it's all about modeling but we're going to add texturing UV mapping animation camera all this different that you can use for product visualization if you get it before the update comes out you got 20% off use the code that I'm going to give you in the comments if you're not sure if the ebook is any good or if it's a scam then check what the people said in my community post a few days ago where I asked you guys for some advice on what we should put in the ebook and everyone's going to tell you that it's a gold mine so check out the ebook at least like the damn video And subscribe to the channel let me know what you want to see next and I'll see you in the next [Music] one
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Channel: Aryan
Views: 26,847
Rating: undefined out of 5
Keywords: blender, tutorial, product, visualization, design, render, rendering, 3d, modeling, aryan, arijan, money, headphones, earphones, music, apple, iphone, phone, airpods, airpod
Id: F9uXBreqnNw
Channel Id: undefined
Length: 21min 58sec (1318 seconds)
Published: Wed Jan 24 2024
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