Ice Coffee Can Modelling & Packaging Design in Blender + Illustrator

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hello and welcome I'm Lachlan grab yourself a nice coffee because today we're going to be designing this this is a fun little iced coffee brand identity I did for a university assignment so I made this can up in a blender um and I've done all the logo and brand identity in illustrator so we're gonna run over some basic modeling we're gonna do some UV unwrapping of the can so we can make our label for it I'm gonna do some water simulation some simple stuff so don't freak out um and then we're gonna do some final materials and get this puppy rendered out so the basis of this was off this boss can um iced coffee can I couldn't really find any mock-ups of this nice skinnier can so that's sort of why I built it and we're going to use this as our reference so speaking of reference let's jump in to our fresh blend scene and Chuck in our reference image so we're going to come over to our front view um if you're wondering how I switch all the views that little squiggly key yeah that's the official name of it so jump to your front view we're gonna go shift a image as background and just locate wherever you saved your images I'll have a link below to all of them and then we're going to come to our top view shift a image background and Chuck in our can this can we've got two and you'll see why later but this this one with the round of the middle bit perfect so let's get on the can first so we're gonna go shift a and a mesh and Chuck in a cylinder it's gonna be the base of our can so we're going to hit tab tab to go into edit mode and just s to scale perfect and let's do the top bit first so it's still in edit mode I'm going to jump over to my Edge select so you can either press here or just press two on your keyboard you can cycle between all of them and we're going to hold alt and we're going to click to make sure we get that whole bit selected so alt click and let's get modeling so gz bring it up on that Z axis and just bring it to that edge there you can work in three like the see through x-ray mode that's a bit easier as well easy and S to scale so we're gonna bring it in all we're doing is just following the shape of this can so e and z bring it up and then for this one we're going to hit e and then we're going to right click and then the reason we've done that is we can still it's still extruded so we can press s to scale I'm going to bring it out and then a again to bring it up so it's going to be a bit quicker than a faster Pace tutorial this one's not going to be as in depth just because you've got a lot to cover um there's some other amazing can tutorials out there that you can watch for a bit more bit of explanation and I'm I'm going to give CG Essentials as a great one um so now on to the bottom it's gonna be exactly the same as the top alt click gz bring it down it's going to follow this Edge typically when I'm using reference images you'll see like this one's not straight so just pick an edge Just Go With It um so it sounds for easy very repetitive stuff um which there sometimes as well if it's a bit shaky you can hold shift and it'll make your movements a lot more linear so I want to hold shift down there easy and the same as before we're gonna go e right click s to scale bring her out about there e and bring it down to about there it's the same with the whole reference image thing because it's around like a cylindrical object as you can see it's to here so don't bring this bit all the way down to here just bring it just follow one of the edges um and ta-da tutorial done you've got a can um so far we're nearly there so we're gonna do is we're just going to right click on the cam shade it smooth it looks atrocious um because we need to add some more geometry so we're going to come to our modifiers properties here on the can still hit the modifier and add a sub div so I want to crank it up to two and it looks borderline even worse so what we're going to do to get these highlight the harder edges back is just add some more geometry in so to do that we're going to be using Loop Cuts though Loop Cuts you're going to do it by pressing so we're in edit mode and I can control and R and you'll see here this pops up and just left click and drag it up about there once you get it the sort of where you want it to be you can double tap G with this whole thing selected so click double G and that will Edge slide it along there so about there and we probably need one here about there and then one at this top beard to make quite a hard Edge at the top that's looking good to me um it's pretty much all this modeling you just adding loot cuts and extruding stuff it's pretty simple when you do have a nice reference image so for this one though to get it because we want to be symmetrical the top and bottom I guess like edges of it so what we're going to do is we're going to go Ctrl r left click but before we do anything else we're going to hit right click and that's going to pop it in the center and then what we can do is we can bevel it essentially split it into two so we can hit Ctrl b b for bevel and just drag it up I'm going to hold shift as well to make my movements a bit more exact and somewhere about there we're looking good now let's get this top little bit done so with this one on the top of this can that we're referencing off it sort of like slopes in a little bit like this um so to do that how we're going to do this is in our edit mode we're going to come to our face select or hit three on your keypad select this guy I want to hit I to inset so bring that face in somewhere about there looks good beautiful and then e well if you can't see what you're doing because you have the subdiv on you can just turn it off for now so we just hide that little like TV looking button I'm gonna bring it up a little bit more about there and then I'm going to extrude it one more time down and then with it selected just going to hit s and scale it in and that's going to give us that curvature in towards the cam Chuck that subdiv back on and you're going to see this ugly shading like Rippling issue so we just need to add some more geometry so I'm going to hit either inset somewhere about there nice and sharp Bob's your uncle you might need to add a second one um especially if you're only doing like one sub div but that looks good to me so do the same with the bottom bit sort of rotate over here come to this guy into tattered data mode three for face select select the bottom of this can now the bottom is a little bit different um we're gonna hit audit inset with this is it's actually this one's then just straight down so the top thought mirrored so this one just comes straight in so it gets a little bit easier for us to model so once you have that inserted in so hit e and I can't see what I'm doing I'm gonna turn that guy off about there and I'll hit either inset because I know I'm going to need it turn that back on and we're looking pretty good so here's a bit on this edge here it's a bit bubbly a bit rounded for my liking so as before just adding Loop Cuts so Ctrl R I'm going to add on this top Edge and right click pretty much only need that one there I will add one on this inside and for this one I'm actually going to turn this back off I'm going to do that left click right click and bevel it somewhere out there and I just realized we didn't do this bit let's go let's go this way now so left click right click Ctrl B to Bevel somewhere about there let's get working on here so it's essentially exact same mirror as the top I want to follow this Edge so just Ctrl R for your Loop Cuts drag it down we're going quick we're gonna get this can done nice and faster you'll actually use the next project Ctrl R add another one so it's a bit more rounded at the bottom once again you come into here if you want and then Ctrl R and I'm going to add one at this bottom bit to make that a nice tight tight Edge and look at this you got a can guys bomb so good point here save your file iced coffee version a thousand at this point um it's my first tutorial so I've had to make I'd make a few of these ice coffee break let's get on to now our base of our hand done when you get this top bit done so you could model this as a part of this mesh on this face and do it a bit bit more properly but I'm going to cheat a little bit just to make it a bit easier for myself and I'm just going to model it separately but in saying that I will however still use this top bit so I'm going to separate this from the can so I can use this space and then I know that this size space fits in the can later so with this selected in our face select mode we're going to hit P for so like separate and then by selection and we now have two separate bits so I'm going to label these can and then this as the the lid it's not a lid the top whatever it's one of them it's a lid top whatever and we're good to go so for this we can just click on our can and we're just gonna hide him and then in here it's always a bit fiddly with ever with reference images especially when you're doing a can like this so if you're going to x-ray mode you'll see you've got a gray background with a gray topped can and a gray mesh so just take your time we're going to grab our reference image and hit Ester scale and just bring this guy in it's not quite centered so I want to hit G and Y and just bring up on that y axis and that is looking good to me so with our lid top whatever selected we're going to tab into edit mode I'm going to go to one of my vertex section just because I think it's a bit easier to see so what you can do you can just hit a select it all or you know alt click whatever your height and size a to select it all and we're going to start building these sort of ridges here so same with how we did the can how when we added that subdivision modifier it was all bubbly and we needed to add more geometry to make it sharp and like give it those angles exact same process for the top so which is selected I'm going to hit I to inset and I'm going to look at just this bottom bottom bit of the can so just make sure I get this nice lined up so hit either inset and about there looks good and then comes the really really fun tedious part we're going to come in here box like these guys hit s and X so we're going to scale it along this x-axis and just bring him in here and I'm just going to follow this curve all the way around here um now personally like I I just like to do it I like to do it just manual way just moving them both just box selecting an S extra scale you can do this delete this bit and add a mirror modifier so only doing one side um but I don't know how time effective that is once you have like set your mirror options delete it re-merge it um so we're just going to go to the tried and true work labor just put in those hours get this done um you can pause the video or skip this bit and you know sort of do it in your own time um and also if you are doing this for a client um or you want it to look better than this do take your time with it I'm sort of just pumping it out for a tutorial s x j y and that little guy g y now you do want to try to keep these whenever you're modeling something um like evenly spaced gy and what I mean by that is I'm gonna fix this one Edge select so this Edge and this Edge should be the same length as that one is that one is that one is that one you want to mean so it's all even just when you're applying textures um the more even the face the better result you're going to get especially if it's something that you're putting an image texture on so does something to something to keep track of now I've got that first outside bit done I'm not happy with those ones what we can do here is going to alt click so alt click grab this whole whole ring here and we're just going to stay and support either insert and bring it in to the second bit of the lip so the comes down there perfect um now onto the mouth bit same as before either inset and I'm just following this bottom Edge I'm pointing at the screen that you can see what I'm doing just following this bottom Edge Edge here um what I'm going to do is I'm going to fix these bits up same as how we did that other bit of the can so just grabbing them both scaling them on the x-axis moving them on the Y bring them up a bit more grab these guys g y grab these guys bring them in a bit somewhere about there so now what we're going to do here is we sort of want to create this you know the mouth bit here but you've got all this geometry all the way up here and if you were to move this down to then like follow the shape is you end up with these really ugly big long faces which we don't want um as I said before you want it to be nice and as even as you can so what we're going to do um is essentially just break this little workload into two sections so how we're going to do that I'm going to grab these two guys here hit J and that's going to join them both and we're going to do this the whole pretty much the whole way up so J so now I've got you know a nice face in here trying to make it as even as possible bang bang bang now when we get to here I might add one more bang one two three I'm gonna get rid of that one because what I'm gonna do is try to make more quads so I want to move this out and what we can do here as you can see if you were to have this vertex this guy and this guy if there was a Vertex now like here would have a quad so we're going to add some and by doing that we're going to add some Loop cuts and that means as well we're also going to be able to complete this bit so I'll show you what I mean here so honestly how many we need one here so it's gonna be one two three four five six seven Loop Cuts I'm gonna need so just in here Ctrl R and you'll see that yellow bit pop up and we're going to scroll up on the mouse wheel till we get to seven left click right click now if you're not sure if you've got to seven or not before you press anything else you can come this little drop down menu and change the amount right here but I've got seven because I'm a genius um and that's what you got that same as before we're just joining all this stuff up so just clicking and dragging slapping J on that keyboard and Happy Days look at this we've got quads it's a good day to be alive whoop and then as I said we've now got the extra geometry to go here so we're just following this curve so grabbing these grabbing these say y s x j y s x g y s x just repeat just repeat yourself over and over again I'm gonna go Rogue here and just manually move them so we're happy with it something like that obviously take you can take a bit more time with it um if you want and then look at this guys looking pretty good we've got all this nearly done just need to do this one little more drop down so we're gonna alt and click now first little issue calls with like sort of split this face this like Circle top lid whatever into two sections it might not grab at all so then you can just hold alt shift and left click and they'll grab the whole thing look at that I to inset same thing following this bottom bit now this will need a little bit of work just because it's not like the other bits have been quite like evenly thicknessed if that's a word around um so here I'm just going to go real Rogue and just click and drag click and drag click and drag um obviously try to do these symmetrical if you can I am lazy and I don't think the result looks that that different so Bang and now you wanted me to send a little glitch there a little shading glitch that's because we have to do the same as here we want it to have nice quads so you know the drill click and drag don't move your camera click and drag J J I'm missing everything J J these two and Jay and look at that quads all the all the 3D nerds out there are gonna love us like look at this good guy teaching people to do quads perfect now we're done look at that how good does your you can they look no so what we have to do now is just bring those like bevel bits of the top can down and that's how I'll actually get our can look in shape coffee break so to do this jump right into my top view and with the top bit selected I'm going to hit tab to go into edit mode and I'm going to come to my face select or hit three and what we're going to do so as you can sort of see like this ring I'm just alt clicking is at the top it then goes down to then like this section and then that's like in here is down again so instead of having to go through and select all this stuff what we can do alt click grab all this bit and shortcut we're gonna go Ctrl I was going to invert it and then we need to go sort of one more step in so what you can do is holding control you can hit plus and minus and that will um add and take away from your selection look at that so with that bit selected so 2N and we come to here I'm going to go g z just bring it down I'm going to just hide this guy so I can see I'm doing a bit better that's pretty good and then here we want to grab our mouth bit faces our mouth our mouth faces grab this and mouth shrinking bit faces you know what I mean there we go grab that guy and then G and z and bring that down as well might be extreme something like that and voila it still looks terrible so we're gonna add some more geometry guys you know this to keep those edges nice and sharp so tab into edit mode go into my 3D View in edit mode I'm going to press 2 to go into my Edge select and I'm going to alt click grab the whole outside bit and I'm going to alt shift click and grab this bit as well so we've got both of these edges here and what we can do is just hit Ctrl B and you'll see It'll bevel it out so just two little bevels something like that and then same for the mouth bit so alt and click alt and shift click so make sure you get the full loop alt shift click alt shift click oh we got little stray guys here alt shift click just make sure you have the full amount selected and then Ctrl B and just add some little bevels there as well and as luck would have it with that on that off look at that that's much better perfect though great time results always don't forget save your file Ctrl s now the reason I have two top of the can images is personally I just don't like the shape of this pull tab it's not this it's my Square on this uh boss can so what I'm going to do you can either hide or delete that guy make sure you're still in your top view I'm going to shift a image and a background and I'm going to grab that other one I just prefer it obviously you can make the other one as well you can also really for the the main image as hero image you don't need the pull tab because it's sort of at this angle you can't see it so if you don't want to build the top of the can you don't have to um and you can just sort of skip skip through this section if you want to um I want to hide a lid hide our can so I'm going to build this pull tab just um separately so with you I'm going to go shift a in our top view add a mesh and add a circle um because it's quite small we don't need as many vertices 28 has been working well for me I'm going to press tab I'm going to vertex select with one just so I can see a bit better to scale and then I'm just going to g y bring it up here somewhere out there s um of that is looking pretty good as you can see this reference image isn't quite centered so I'm going to go g x somewhere about there I'm pretty happy with that so we're going to tap into edit mode make sure you have this whole bit selected so a to select everything and we're going to hit s just oh no we're not going to hit e and then we're going to right click and then we're going to hit s to scale it out so perfect so then what we're going to do is sort of same as same as before it's really repetitive um is just we're gonna just grab these guys and we're literally just gonna follow the shape of this pull tab um so we'll be honest maybe it might be it could be definitely quicker to um do this with the mirror modifier if you so desire just to save some time because you can't like click and drag end up grabbing these guys in the middle so I'm just clicking and holding shift like holding shift and grabbing both of them at the same time SX to bring them out Sideways from each other so SX g y s x g y scale them in a bit more s x g y so yeah once again feel free just to to pause this bit get it done in your own time and made me back when you're done so when we get to here though we're gonna stop oh can we do one more we might do one more grab these guys SX gy somewhere about there so now that we're at this point where we sort of are at the center bit I guess of this little pull tab what you want to do is I want to get all this stuff in line so I can then pull it all down so to do that what I'm going to do is just click and drag to select all these bottom ones and then to get them nice and straight with each other I'm going to hit s so I'm going to scale it on the y-axis so hit Y and then zero and that will bring them all in like so I'm just going to fix this quickly because they are too close to each other something like that looking pretty good awesome so let's grab these Edge middle guys of this middle five grab this to an edge and we're going to line them up with these bits so you can just go SX somewhere like so now jump into your Edge select modes or press two grab this guy hold shift grab this guy I'm going to pull these down and start building this bit so I'm going to go e we're going to extrude it out on the y-axis until we get to about there and then I'm going to come to the bottom on your e and Y and somewhere about there so what we can do now press one to jump in our vertex select all come out here box let's grab these guys and hit F to fill so as you can sort of see I nearly got the shape all done now for here oh this move these guys are getting a bit more even I'm going to follow that same amount of geometry so it's in the center so with here Ctrl R to get your Loop cut I'm going to scroll up until we can add three more Loop cuts and right click to make sure they're in the center and now with these guys we've got something we've got a bit more to work with we can start to follow this shape right here so I'm going to grab this guy this guy g y and just SX something about that these guys can come up g y maybe s x a little bit and g y again perfect and now it's going to add a couple more faces in here just once again to try to keep the typology typology topology nice and clean I'm gonna go with four we're looking good might just grab these guys sxgy just to follow that shape a little bit better so now we're here it looks like trash um we need to make it nice and smooth again so it makes stuff smooth into our modifiers add a subdivision surface I'm gonna give it two as well now it's looking better but it's it's flat it's a fully flat plane we need to give it some a bit of thickness so to do this you could use a solidify modifier but what I'm going to do is just do it manually so tapping into edit mode I'm going to hit a to select everything and then I'm just going to go e and z and just bring it down a little bit somewhere about there they're not too thick somewhere out there now the reason I didn't use the solidify modifier is because I want to add Loop Cuts in between here and with the solidify modifier you then have to apply it to add those Loop Cuts anyway so that's why I've gone this method so what I mean by add these Loop Cuts in is if I go to this View can't really see because these references see what's all like very I don't know like ballooned out we want it to be a lot sharper so into here I'm going to tap into edit mode and I'm going to go add some more Loop Cuts Ctrl r I want to go left click right click into here the this bit left click right click and Ctrl r one more time left click right click now jump into Edge select I want this to all be even like evenly spread out so it gets a Sharper Edge so how I'm going to do that is I'll start with this outside one we just added that like new Loop cut we put in so alt click I'm gonna grab that whole thing alt and shift and click grab that one and then alt and shift and click and grab that guy as well so you should have all these new loot Cuts already added selected and you can go control B and just build it out of it somewhere about though look at that we're all over it jump back into your top view because what we want to do is I want to add this little the little circle dude now I'm going to be cheating a little bit and not follow this exactly because I sort of have like a little like tab bit that comes out which a circle goes through um because you're not really going to see it um we're we're gonna cheat I want to be naughty I'm going to cheat here so to get this circle I want it to still be attached to the pull tab and still have this subdivision modifier so we're going to copy some geometry over from this pull tab so to do that we've already got a nice Perfect Circle here so in edit mode on any on your Edge or vertex I'm going to Edge I'm going to alt click so I've got that whole circle jump into my top node and what we can do is we can literally like duplicate that section so duplicate shift d d for duplicate and I'm going to press y so I bring it right down that y axis and as you can see we've stolen it um we're already in edit mode so I'm going to S to scale it down so what I'm going to do is pop mine about there so it just connects through here I know it's not following the reference but it's my can tutorial deal with it um so still with this selected if you do accidentally like let go of it um what you can do because it's connected to the mesh it's a bit funny is if you hover over it and you press L that will select anything that's connected to what you just pressed L over so L but it doesn't select that L to grab that perfect make sure you have nothing else selected just hitting a to make sure I have nothing selected so then press L over that so when we're here I'm going to jump into my right View j and z and just bring it up a bit about there and then I'm going to extrude it down so e and z somewhere about just below that pull tab is where I want it about there now as you can see it's just a ring we need to make it a little like button I guess um so alt click here and F to fill or F for face however you want to remember it and just hit F when you're in edit mode and ta-da and then it looks like absolute garbage so I to inset give it some more geometry and then add a loop cut about there as well I'm going to come out of edit mode right click shade smooth um the shading is a bit funky you could if you wanted to um press this phase and add another inset um but due to how little the detail is I don't think we need to spend that extra extra GPU on that um extra vertices extra faces so just leave it like that and voila once you've got that done I'm going to unhide our can unhide our lid um with this as you see he's hiding he's hiding in here so just select our Circle which while I'm here I'm going to label pull tab and just hit G and V so we're going to bring it directly up on that z-axis just so it's above the can I'm then going to come in here zoom in nice and tight get to close to where I want it to be and then when you're nice and closed in we can just rotate to it inside the can inside the can and then gz bring it down and I'm looking for here little that little bit that we just made to stick through so it looks like it's connected with that you can see the full pull tab and Bob's your uncle call it a day your first bit of modeling is done so fantastic let's what we're gonna do um so wait what so now that we've got all the elements of the can modeled what I'm going to do is I just want them to all move together be parented to one another because currently you know what I mean everything's separate I don't want that um I might just scale that out a little bit there we go what I'm going to do is click my pull tab hold shift click my lid whatever and then lastly click my can doesn't really matter what audio do it but you just want the last thing you click to be the can so the can will be yellow everything else is red so what we're going to do is press Ctrl p and it's going to bring our parent options up and we want object keep transform now look at that all together Bob's your uncle so next we're going to jump into while we're here we're going to start working on this water simulation to get that coffee Splash effect I'm going to pop up a quick reference image of this desired effect I was going for so it's from this like dare iced coffee ad so it's quite stylized in its effect it's not very realistic looking but I really like how this looks so let's get into making it so how we're going to do this is essentially we're going to have I'm going to cheat it we're going to have the water at the top it's then going to fall down hit um this plane and it's going to shoot out and that's going to give us that big splash effect um so you would think we're then going to just rotate this can and drop it onto there we're not um because personally I've got better results using a flat object than I did a round object don't know why but I just did so what I'm going to do I'm going to shift a I'm going to add a cube we're still on our can here for now because what I'm going to do so I'm going to front load scale it down towards the same width as it can or if not slightly slightly smaller than the cans so we know that that's roughly going to be the same size and I'm going to go s z and just get that same thing if it's slightly smaller that's okay somewhere out there it doesn't have to be exact just so we got something good to work with um because what we're going to do now is rotate this guy so it's flat so we're going to go RX 90 Perfecto and then just hit s and z and just bring it down somewhere about somewhere about there perfect and that's what we're going to use for the coffee or the water to hit and that's gonna cause a splash so now that we're here with our can we don't really need him anymore so I'm just going to come in hide him for now and start working on this and don't forget to save your file as always um so in here on our little plank of wood whatever you want to be I'm just going to add a couple modifiers here so I'm going to add a bevel and then a subdiv try that subdiv just so I can see it's built for now so for the I'm just falling off what gave me the best results here so I rounded these Corners off a little bit so I'm at .34 and I'm just going to add like three segments and then Chuck this subdivision on I'm gonna put it up to two might even give that four for now and what I'm going to do here is apply these now why I'm doing this is sometimes when you do a simulation if you were just to have this big um big face sometimes it glitches through and goes through it and we don't we don't want that we don't want that to happen so I'm just going to apply it just so the water has more geometry to interact with perfect so jump to whatever view you want shift a I'm going to add a UV sphere scale it down somewhere about there go off that top view we can get rid of our reference somewhere about that size and then I'm going to bring this up on the z-axis so JZ and about I don't know about there so that's what one two three four five six six and something also clicks um up and we're going to duplicate this so shift d bring it over here I'm gonna press s to scale and I'm going to shift d that one one more time so what I'm setting up here is this is going to be our coffee I guess it's going to come down you know hit this and we're going to be below it and when the when the water goes bang bang bang bang that's all we're gonna take I guess like take the image from if better sense of words um like capture that from and that's all going to use as a splash awesome so we're almost there lastly we just need to add in our domain so our domain is essentially a section that you tell blender like yo I want this simulation to happen here so we're going to add a cube I'm going to x-ray mode and now you do need this quite big um the bigger as well your domains typically the slower everything works but due to this we don't you don't really have an option so deal with it if your computer takes an extra couple of minutes it takes an extra couple of minutes um so scale it up nice and big you do want enough space because as I said the whole point of this is that we're going to be underneath it so the coffee needs to go bang and you need to have enough space for it to shoot out so that's good make sure you have all your elements inside and now we can start making them into their proper properties so I want to start with my plank of wood here in my modifiers fluid come down here to a physics and it's going to be in the fluid type it's an effector it's going to affect the water it's going to collide with the water I'm going to give it a little bit of extra sub steps just to make sure it works well and I'm going to pop this to a 0.4 in the surface thickness this is just sort of if it's at zero it means they're trying to interact directly with that shape this is sort of making it fake bigger is how I'm going to describe it so it's definitely going to hit hit the plank and shoot out so that's good next onto our little water balls so into our physics fluid this is going to be our flow it's going to be liquid so drawn to liquid geometry and put that too so the difference between these is like your inflow it would be like a tap it's constantly putting water in outflow is like the bottom of the bathtub your sink goes down and geometry is just that ball is going to be water and then just fall down so that's the difference between them all fluid type um flow liquid geometry two and one more really fun stuff here flow liquid geometry Two Perfect onto our big boy here once again fluid type now this is going to be the domain as I said before so it's going to hold our water tell blender do the simulation here and this is where your settings are really going to plan to affect on the result that you get um first of all I'm gonna go to liquid now disclaimer I don't know all the logistics behind water simulations there's some really great tutorials out there CG geek does an amazing one on Manta flow which is the liquid in blender um and he describes it a lot better I'm just going to sort of tell you what I did to achieve my effect um because I'm an idiot and don't know the the properties behind it but nonetheless let's rip in um so with this selected um we want to change our resolution up to 128. now if you do have a solo computer you can try using 64 but to get that sort of break apart what I'll guess I'll say you want the higher resolution if not when it's lower it typically can sort of look like Play-Doh is how I describe it your water simulation looks like like honey and it's all like glued together it doesn't break apart nice so spend the extra time letting your computer render it out and do 128. it's such a short simulation anyway only about like 40 50 frames that it shouldn't it shouldn't take you that long no matter what device you're on here um border collisions gonna get rid of all of these so what that is is if the water comes down hits this if it were to hit this this wall here and your Collision was on it would hit it and fall down and sort of stay in here and we don't want that just in case the frame that we like there might be water at the bottom you then got more stuff to delete this way it just hits it and disappears so come down here other values you want to change in our liquid we're going to change our minimum to 12. that just sort of means more particles per 128 bits of checking in we're going to mesh Chuck a mesh on open that up upres if we're doing 128 which we are we only need one if you are going to do 64 make this a 2 and then with our particle radius we're going to pop this to a 1.3 that's word best for me now this factor is what gave me the biggest difference in results so if it's at the two it looks a lot more Play-Doh and if it was down lower to one it really hits there that effector plane and like breaks apart so I've got the measure results about 1.3 1.4 let's let's meet you halfway let's go 1.35 that's what I got the best results with now speaking of that with our cash put that to 50 put this to 50. and the reason we're going to do this in type modular is so you can bake your water Sim and then we can bake our mesh and then if you want to change this you can then just redo the mesh you don't have to re-bake the whole thing so modular is resumable and we're good to go so we're going to come up here bake this bake the mash and I will see you once I'm finished baking perfect so my bake is now done so we can hit play and you'll say boom and it's all working perfect just how I wanted so come here I'm going to come to my bottom view so you can sort of there we go get understanding what effect we're trying to get here and then you can just grab through your timeline until you find a result that you're happy with so I'm going to keep going 35 or 36. they might go 36 if I like how how broken apart that is Maybe 35. let's go 36. so once you find the frame you're happy with you can if you want to grab all these guys and stuff and duplicate them so you can save your simulation like I guess like settings almost um but if you're happy with it like I am and you don't want to change it and you're going to go Rogue um with your new coffee or water selected come here to modifiers I'm just going to apply them um reason I've done that is now I have put a mesh I can work with so we can get rid of these guys box select our little balls delete delete your balls extolate that and happy days so as well if you do have a bit slower computer a lot of this stuff you're not going to see so you can get in and start deleting stuff but um what we're going to do as well to just cut down on the amount of vertices there are is we're going to use a decimate modifier so what that is is first of all actually I'm going to set my origin here to Geometry it's going to flip this up the right way so set origin to geometry and I'm just going to go r x 180 so it does a full full flip up on my top view and as well here you can decide which side you want the top and bottom to be I like it like this I can also tell straight from the get-go that this is a little bit too tall for my liking maybe don't change this now but I'm gonna a little bit just go SZ and just bring that down a little bit that looks a lot better so the decimate modifier what I was saying before with your liquid selected or a coffee I'm going to label mine coffee in here we're working with quite a lot of geometry here it's quite a high res uh fluid bake so in here find your displace um not your displays find your um decimate um and this is essentially the opposite of a subdivision so it's going to take faces away compared to adding them so the reason we're doing that is we're at 32 000 that's not that bad really um if you've done like an upris factor of two with the 128 you'll be double that um but what we can do here is this ratio here one is a hundred percent so all the faces and then zero would be zero percent none of the faces and you'll see how little difference changes in the mesh by us cutting back heaps of vertices so I want to go 0.5 fifty percent and look nothing like can you even notice a difference that's full that is half you can barely notice the difference at all but yet we've cut 16 000 faces away so you need to keep scrolling down a little bit lower so that's probably too far one I'm pretty sure I've had with the the half you'd only go too low because you will start to lose the shape too much it's too hard to bring back later so I'm going to go 0.5 and I'm happy with that so I'm gonna apply that and then this sounds really counterproductive but we're gonna add now a subdivision surface to it the reason why is we need to get these all these clumpy bits gone and if you were to keep the amount of if you weren't suited to the decimate and then add a subdivision if you have a great computer you'll be fine but mine's not the best so this will make it more blocky but allow us to add the subdivision surface to then smooth everything out so with that I've right click shaded it's smooth and now definitely save your file because if you do have a slow computer this might make it cry a little bit and modifier subdivision surface let it think boom that wasn't too bad another much better that looks here's to this ugly shading will sort of be hidden so don't stress too much um you can try to personally I think one almost looks looks better so I'm going to leave mine at one call it call it a day you can map tune your render and boom look at this so this is pretty much the modeling all completed so if I were to show you for example how we're going to do this is get this can here and this will come down look at that you saw you're getting the picture thing like so perfect so that's all we're going to work with um I'm just gonna get rid of those rotations and I'm going to hide our um coffee simulation so far because what we're getting up to next is we're going to get designing this can design so before we get jumping into designing this in illustrator we first need to know what we're working with so what we're going to do a thing is called UV unwrapping so what that is if I show this can for instance right you've got a flash label that's around a cylindrical surface and as you can see here there's literally on this can it's very obvious a physical seam so if you were to cut down there cut this top bit you can sort of get the picture it'll be then a flat label to work with so we need to figure out how big this label is going to be so to do that we're going to jump into edit mode and we're going to Mark those seams off so I'm just going to jump to the back of the can and we need that top bit we need that top seam so I might hide this make a bit easier on our Edge select in edit mode alt click and grab that guy that's going to be like the top bit of the label come down here alt and shift and click and grab that guy that's the bottom bit of the label and then we need that back bit like the seam so shift click just going to grab come down carefully grab these guys and then once you've got all the inflected we're going to hit um right click and we can add Mark same and they should go they should go red that means you're done all correctly now if you're like me and you're stupidly just unselected everything just come back here alt click grab them because now we need to unwrap it we need to pull that label apart so you unwrap you can't see anything because I should have done this beforehand I'm just going to split my screen come here to UV editor and voila just like that so that is now a flat 2D workable label I guess outline um of what the shape of the can is so we need to take this and bring it into illustrator so to do that up here if you just press UV we're going to export it and just label it whatever you want can UV layer I want to up the res a little bit you probably don't have to but I am and save that out now that will just be exported as a square PNG um for us to work with and I will see you in illustrator to get designing sweet so now you've done the first bit of modeling next up is going to be our label design so for this one I'm going to run it a little bit differently I'm just going to voice over um some pre-recorded work um because I did create this for a university assessment all we have to do is just come up with some new branding packaging for a drink company I decided to do iced coffee um as the ones in Australia are quite loud and aggressive in their like packaging like damn Barista bro it's very loud and bold so I want to tone it back a little bit try something a bit more minimal I'll pop up my mood board here I just have a quick little squeeze at it so a lot of cold drip companies have a lot cleaner packaging and then also I found a lot of inspiration from these random Instagram story templates which is a weird one but I just really like the layout of them um obviously in saying this if you have a design already made that you want to use you're more than welcome to use it but if not let's jump in and you can follow along so starting on a fresh illustrator file 30 by 30 centimeter canvas 300 DPI nice and high res for when you put it back into blender you want a nice crisp image to go when you can I always Chuck in my mood board as a screenshot it at the bottom just for inspiration when I'm working and then also Chuck that UV layer that we saved at a blender in so we know what we're working with here on my font wise I chose Neuer harsh grotesque you can get that on Adobe fonts and high tide just this random sort of scripty one for the all below um now if you're wondering why four degrees or below when I was coming up with the sort of brand name for it I was trying to like find a fun way to use ice because iced coffee how do I like incorporate that into maybe a brand name so in my searching trying to find good names I'll search up how cold is a fridge and a fridge is four degrees Celsius or three or like you know it's a four degrees or below is sort of where that name came from sort of lame but I sort of digged it and the Celsius symbol I think this looks quite nice super random no meaning behind it but whatever design doesn't always have that many can't just be for fun um so for the all below bit I just um convert it into a shape and then just put a outline on it um and then I'm going to stop here you're probably wondering why are we going into blender so for here what I've done is I've counted the faces that the visible faces from that angle um because when you're doing a can obviously you can't see the entire design at once right when it's sitting on a shelf side by side you really only have about like 30 or 40 of the can to work with so by jumping into here I've counted the faces you know six so it'll be 12 in total so I know that I have 12 faces on this UV to work with so to work with that I've then just got one of uh my rectangles and I've made that 12 faces across so I know my design has to fit into that guide so just slabbing this together now so yeah add that stroke to the all below so it sort of cuts out in the four degrees um save your file um Center it all up so the reason as well I've kept the color rectangle so little and not at the very top is that top bits that sort of dead area before it gets to the top of the can um and I made sure I didn't want any text in there at all so by limiting myself to begin with I then don't make the error light of you know pushing text too far up that label design so here just using more Neuer Hearts just keeping it nice and simple so to add a cold brew and full cream milk then it's added our size of our cannons as a 237 mil here I tried for some like random type I was going to say like it was brewed for 12 hours I can't spell brood decide to Cull that um so jump down to the mood board that's why I like having it at the bottom of my files is I just lots of them are Australian made so I thought you know what I should probably include that on the front of it so next I'm adding in original iced coffee I can't spell it I'm very ADHD and very dyslexic so it's not no shame in doing a quick Google to make sure you get your spelling right Chuck that in there we're still in Neuer house this whole time I'll just make the ice coffee a bit a bit thinner reason behind this for like the lighter weight is I want the original to stand out because I was going to make three other flavors like a vanilla and a mocha so then I can just change that original to the mocha to the vanilla and keep the iced coffee just makes it stand out a bit more that you know you are buying a different flavor here I'm just adding some lame little lines because I saw them on those Instagram story templates I know I thought they look cool as well dude like quite liked having the design sort of like aligned left compared to Central Line like most can designs is just like a little bit different like you know look at this boss can it's all centered so that was another reason for those little like sideways points or lines here I'm just like getting it all lined up all centered whenever you're in illustrator and you're working with type lines shapes they all don't have their like their Edge marks don't all line up together so sometimes you do any kind of like manually sort of line them up because the text box will align with the edge of the shape and that's actually not in line um here I'll include this down below I just made up all the info off this guy for you to use um I've also just got some like free to use on Facebook Instagram icons and stuff barcodes so I'll link this in below probably with all the reference images so you can download that and you can Chuck that on your um label as well if you want to you might have your own ones you want to use but I'll include the ones are made here um so now I'm just slapping this all together making sure all that label information is the same as the front design so I thought that little blue now gray box was for so just taking my time to get this all sized upright now I will make a note here and whenever you're doing label design special packaging you need a barcode is usually it has to be on a clean background a white background with black barcode or white barcode black background now I think I'd cheat in this and I just make it white on the brown I'm probably not allowed to do that like technically but it's it's it's fits for the internet who cares um so now I'm just sort of like slapping some more bits together I noticed that I should probably have my logo on the back of the can so even if somebody in the shop spins it around you can have it on both sides um here I just make up a random catchphrase that does not exist uh just Brew with nothing but the best it doesn't really suit the aesthetic of it at all I don't really know I added this but look a dare fix will fix it I thought I should have a my own little label of deer has one I should have one too now just chucking in some of my um the insta like insta social tag um I'm just going to line these all up change the color space amount a little bit more um and just sort of pump through all this now it takes me a fair while to align all of this stuff upright so I just skip that I just spent time aligning all that stuff on the left um next get your the background color make sure you fill that entire UV section and then just move a UV layer out so that's when we do put it back in a blender it fits the can like the UV that we took out so now I'm adding in some spacer elements so you're probably going what are these ugly gray boxes for let me explain so on here on your can you have your front design your back design but obviously being on like a label it's going to get like folded around the can so if you have the design in the middle of of your like artboard that means then your back stuff would technically have to be like cut down the middle and stuck on each side because it has to get folded around the can this is like goes back to when we're talking about the seams so by doing this like this way it means that that middle section I guess of my artboard currently is equivalent to two of the outside bits because the two outside bits will fold around the can equal into that one Center bit so that's what I like to make does it make sense so like when you stick it on the can the spacing between the nutritional information and that front design it's all even I hope that makes sense to you probably not but you know what I mean um here now I've just duplicated it um because I'm going to make my different flavors so I'm going to use the exact same colors that I used before um I'll make sure I Chuck the hex codes uh the color codes somewhere in this video so you can follow along with these guys but just to keep the brand consistency I try to use the same colors I did however use a slightly darker brown for the mocha flavor just because the brown the previous Brown wasn't dark enough before so slapping these together here's how to ungroup some layers just because I wanted to change I need to change this around to the vanilla now I will be honest this one was a bit hard to read I could have played played around with it a bit more um you will see however I do come in soon and I extend the tracking on the my like Corner elements the cold brew full cream milk bit I just spread the text out a little bit and you probably can't see on the screen that you're watching this on but like on mine the readability of those elements was far better just by expanding them out a little bit just even the letters a bit more space to breathe but nonetheless just cleaned up my illustrator file um and I called it a day so with this make sure you export the PNG out as a square you don't want to just do your label element it has to be the whole Square because later on when we bring that back into blender obviously if you remember we exported out a square even though you know we just use a label bit we want to put back in a square so that when we put it on it lines up perfectly and you don't have to fuss around trying to get the sizing all right so now we're done that I will see you back in blender beautiful so now that we have our wonderful can label design all made and saved out as a image jump back into blender and let's get applying this and doing the materials so we can get this job finished so first things first back into our blender scene I want to come over to the shading tab now mine might look a little bit different to yours I just have one big split screen on the right and then I'll have this on the left um can't say anything at the moment because I'm in rendered view but I need to add a hdri so it's gonna be our main source of lighting so in your world properties into the color go environment texture open now I'm going to use this one it's called Brown's photo studio just from hdri Haven but you can use you can experiment with other ones but this one worked really well for me I'll try to link it below so open him we're already looking good real quick they come to our render properties make sure we are using Cycles um just because we're going to be using the ambient occlusion node for the coffee um so you need cycles for that um and you do just get a better result and in our color management I'm going to come to our filmic and I'm going to make mine high contrast perfect and we're pretty much good to go I'm going to change that for later awesome so without can selected first we're going to just build our can material so in our materials we're going to press new let's just call this one can and it's going to be very like really really simple material here I'm just going to bring this value down a little bit just a little bit grayer it's fully metallic and put the roughness of like a 0.25 or something now realistically you can pretty much like call this call this a day if you wanted to um I am going to add a bit more detail to it though um and don't forget for these guys add your can material as well so for this real quick just because it is very very flat I just want a bit more like a brushed a brushed look on this there's a bit more a bit more texture texture to it so to do that real simple in here I'm gonna go shift a and we're going to grab a noise texture like that perfect and then in here we're gonna go shift a and we're going to grab a color ramp move them along like that next on your noise texture selector we're going to hit Ctrl T so that's if you have the node Wrangler add-on so that's just in your preferences you can trigger that there just so we can get this guy up here I'm going to plug here into here color into our roughness so how this is going to work um object into that gonna just um object is just going to evenly distribute the noise across the object that you have selected to um with this one we're doing our roughness how it works with this black and white data of the color ramp right is black is no roughness and white is fully rough so if I were to bring this in see what I mean and then same vice versa so we're going to use this to play with the like shading of this can so I don't want it to be fully metallic so I want to just bring that gray up somewhere out there for now and same I never want it fully rough so I'm going to bring them just so they're a lot closer together it is going to be a subtle effect um in our noise texture Ctrl shift click on that just so we can preview that a bit better okay that scale I want to put the detail all the way up crank her up and the roughness a little bit up not much let's just say 0.55 perfect now the big detail is going to come from in here so on our mapping node come to the scale and I want to get this Z and just scale it up scale it up scale it up let's just say 90. why not 90 looks pretty good to me so when we come back to our principle Ctrl shift click you can sort of see we're getting that brushed metal effect do you want this can even go a fair bit higher what about 150 there we go that's a bit nicer then we can play with these values again I think the cans a bit flat so I think it needs to be a bit more metallic a bit more um shiny Crank that down one and wasn't that a little bit brighter somewhere like that so we've got the exact same values on my left slider it's seven three seven three seven three and the lighter is A6 A6 A6 perfect that's our can done nice and simple now we need to add our labels so with the label bit selected if you don't have it selected you just come in here on your edit mode alt grab that and use our control plus shortcut perfect so that's all selected in our materials at the top here we can add another one so we're going to add a material slot and because we have this selected make sure it's selected we're going to assign it so this new material is to the faces that we just selected and as you can see there we go so we need to Chuck our label on it so we're going to add a new material here label and make sure we're not editing the cam material and we're going to go shift a I'm going to search for a image texture and then same thing as before control T just to bring these guys up because you need to be using the UV for this image texture plug this guy into the color and now just find wherever you saved your guy out so mine's in here that was the one I built with you guys and ta-da it looks like trash um that's because it's not it's not placed on the object properly so split your window and open our UV editor so if it doesn't show up like it hasn't for me tab press tab to edit mode and it'll bring it up or you might have to find it in here so with here as you can see remember we flipped it when we worked in illustrator so essentially we just have to flip it back per se so I'm going to open our little side bit here for now I'm going to grab all of this I'm going to hit R and 90. and then on our X 0.5 that will just Center it and then what we can do is you can see we just need to move this up so G and Y EP bring it up G and Y bring it up just so you get near the top and that's looking pretty good now look at that so that was why I remember how he made those little gray sections in here to get the spacing so now we have a perfectly uv'd out can so it is a bit annoying you can't see it perfectly straight in your front view but you know that's we can fix that now me looking at this I'm not sure backflip um it's not quite to the bottom how I'd like it like the text is so what I'm going to do is just get this sort of this front on as I can for now something like so come over here and I'm just going to hit s and I want to make the image on the can bigger so I'm just going to S and bring it in a little bit and now the cold brew and full cream are touching but the Australian made is a bit too high up still so g y and just bring it so it looks even to you so do you spend more time with it this is good enough for me that's looking pretty even and we've got a delicious looking can now with this as well we can just hide this guy keep it in case any for later it looks very flat at the moment um so to fix that to get this nice sort of glossy shine come here to the clear coat Crank that up I'm going to bring the roughness just to a 0.3 and you can already see that's way better it's a bit too rough on my liking I'm too shiny for my liking so I'm going to bring this clear coat roughness up just to smidge Maybe 0.15 and now we've got a shop ready can look at that chocolate that on the shelves Ctrl s to save our file now one last thing depending if you use the colors um you might want to do this but if you use different colors it might not look as bad but typically in blender you can see the colors of this can compared to this it's a lot more saturated in what we created compared to the can itself so to fix that so this matches this better in your Shader I'm gonna go shift eight we're going to add a gamma node slap that in there and then watch as the magic happens that's why that's way too much but you could see the example so as you increase this we're gonna get that color back so one four maybe 1.35 meet up halfway that is looking far better far better to me that might still be too strong 1.3 there we go and that's looking lovely perfect though so that is the can element of it done so far so I'm going to go back to just our layout tab and just get rid of our UV editor because now we're going to work on the coffee element so for now just really quick I am just going to hide all of our can and open up our coffee now I will give you a piece of warning do not try to move this or edit this when you're in your Shader node just because we are working with so many faces if you do have a slow computer can really have a hard time sort of figuring it out so if you do want to move it or like scale it just make sure you're in this view here perfect so always save your file just in case it looks like this come to my top view back into my shading tab scroll out come to my top view I'm going to just kill that UV area so I can just focus on this so I'm gonna just come here I'm going to CR press new it's going to open a new shading tab what we're going to do here for the copy material now this is very fake this is not how proper coffee and milk and stuff will work um as I said I'm trying to recreate this this sort of dare dare iced coffee out and the coffee in this so that's what uh that's what I've done here um let's jump let's jump into this fake coffee um so first things first I'm going to add a ambient occlusion note secondly I'm going to add a cuddle ramp grab that guy and then third after I move these I'm just going to add a mix RGB so sort of how I say with the roughness on the cam material whenever you're using like a mask or any stuff is it works in black and white data so hypothetically you could if you wanted to like plug this color into the base color change this around and like it it will work but it doesn't really give you accurate results so keep that like that that's what this is for and we're going to use the ambient occlusion note as the factor between our two colors so how this works is if I just control shift click on this color Ram with this ambient occlusion it sort of works with the shadows and the highlights so if I want to show more shadows and bring that across more highlights bring that across I hope that sort of makes sense to you so for here I'm going to come grab our dark color our shadow color so something like so for now and then our coffee color bring that up a bit more pale something like soap and now I will change these in a little bit but first i'm just going to come here and to get this fake milky coffee effect just put this roughness like well down like a 0.1 you can already see it looks better and I'll clear coat Crank that up so this is very fake this is not how you should be doing it um I will play around these values a little bit but for now you sort of got to understand how we're getting that real stylized coffee effect so personally I think you could use a bit more of these Browns in it something like so and I think that this can be a bit more saturated it is a stylized coffee after all we're not after realism something like that so we will probably have to change this in a little bit I've just done this bit for now because once we Chuck the can inside the ambient occlusion I will play off the can obviously the can is going to create shadows and then that's going to affect our material so from here I'm going to get our can back open so we can view it all and now it's time to scale and position this guy so I'm just going to come to my left view no not my front view my left View I'm going to go R and 90 and negative 90. so I want the top at the top come back up here I'm going to scale the can and everything up because we parented the objects that will come with it scale that up a little bit and I'm just going to rotate it just so it looks a little bit more natural follows the splash shapes and I'm going to check that nothing is clipping and of course it is come up there that is looking better to me probably see how that can down now a little bit and I'll move it up there and we're looking good save your file because we're gonna jump into our shading editor now with this the label isn't quite right so on our can we can just rotate him around till we get that label to the front a bit more bit more Perfecto so here you can already see this big difference and how much more of these dark Browns that are showing up here so I'm going to lose them a little bit something a bit more like so and once we add a floor in and an extra Spotlight it should fix itself up if not we might just come in and just tweak it just take your time just take your time with it jump into my layout I'm going to add a floor and then we're going to add our material to that so shift a outer plane s to scale it up quite large G and Z let's bring it below that coffee a fair bit come back to our top view back into our shading editor and we're going to do this floor so how I did the floor and got that sort of almost like cow printy abstract shape at the bottom was by using a bump map so it's actually playing off the light and that's how we got the effect so for the floor with our new material you can call it floor shift a I just have a Musgrave texture and we're going to go Ctrl t on that as Ctrl shift rotate on that as well to open these up um we'll probably keep it on generated for now we might be object um shift a and a color amp butt plugs the height of this into here and then we're going to plug this in to the normal the color to the normal and it looks like garbage that's because they're putting color data into normal data and we can't be having that you've got to put normal into normal so to do that we'll convert it by going shift a searching up a bump node chucking that in it still looks like rubbish that's because it's gone to the normal we need this to go to the height now we can sort of see what we're working with these nice sort of Shadows coming along here obviously you could just keep a flat white background if you like but I like this little bit of extra extra detail on it um I'm going to bring that scale up just a bit more so I get a bit more of that I'm going to lose most of the detail just a little bit I say most and then take really over the way and then the mention is where you can really play with those Shadows so it's going to move it up until I get a result I'm happy with about 1.67 I'll go 1.7 to make it easy and we're looking pretty good so then you know you can use your color ramp as well that will sort of make your the holes or the cracks I guess sort of smaller and bigger but I'm quite happy with how that's looking so far it might be a bit too aggressive so I'm just going to halve my distance maybe not half it's not that 0.75 put our distance on there and I'm pretty happy with that so far so to fix our lighting here I'm just going to cheat open this up a little bit and I'm going to go shift a and we're going to add in a spotlight an area light sorry so light area g z I'm gonna bring it up S to scale scale up a fair bit smaller it is the harsher the Shadows the bigger it is the softer it's going to be so we want this pretty soft lighting gonna pull it that just probably just about I'm gonna put 300 for now obviously we can change it later I'm going to set my shape to a disc now because the harsh Shadows on this left side I'm just going to press G to move her over here come to my left and just hit R to rotate it up I'm going to scale the light up a little bit more back to oh and just get it so it's pretty much pointing on the can I was already looking a lot better I think it could be a little bit brighter let's try 500. there we go now it's really making it pop so the reason I just built that in the Shader editor was in case I wanted to just redo this coffee because I'm what I might make this chocolate color a little bit more saturated but then bring it away a little bit more so I might bring this to about here but then knock that the whole way back yeah that's nice that is nice that can maybe be a little bit more saturated as well perfect so if you want my exact colors obviously every scene will be different though my dark brown is six two three a one four and my light coffee bit is e f b d eight C Perfecto last but not least come to your layout let's add a camera so you can snap a pic of this and to add a camera and once you add your camera if you're still in your top view we can press Ctrl alt and 0 on the numpad and that will pop it up to our view sometimes it's randomly a bit off which I never really quite know why so to Center that out I'm going to change my dimensions just so I get a nice rectangular sort of frames if you put on a billboard so I'm going 1920 by 1400 and then I'm not sure if you could really see before compared to being in the camera or not but being at a 50 mil focal length which is this is at it can sort of warp it a little bit too much and it makes the coffee look smaller and the can a bit too bulbous um there's lots of examples online of using different focal lengths and like portrait photography so we're going to up out all the way to 100 and it should bring the background in closer and almost make it feel bigger compared to the can which it's sort of hard to see but it gives you like just I prefer the look of it just makes it a bit more flat but in a three-dimensional sense I'm talking absolute rubbish uh you get what I mean bang switch that to that and ta-da we have done pretty much our first little render here I might actually quickly into here just for this Shadows here shift a I'm going to grab myself a plane scale it up fair bit RX 90 no rz90 just get it horizontal to the can is I'm actually going to use this as a bit of Bounce light because our hdri is coming in from this direction and you'll see if I just start to move it you can already start to see the difference if I scale it up a bit more so you can see now it's filled in this light but we're not adding any extra harshness but it's using the available light in the scene so if I were to move it away see how dark the side of the can is show you that and then bring that in much nicer so set it to somewhere and what you're happy with unhappy with there perfect though so I'm going to give this a little render I will however suggest turning your diffuse and glossy up a little bit even your transparent even not really transparency but definitely if you're glossy um just because we have so many like clear coats going on you want those extra light bounces and it plays well with that ambient occlusion um Perfecto so bang this was our final result after the render a little bit of color grading in Lightroom um and I really hope you guys enjoyed my first ever tutorial I've made on this fun iced coffee brand identity and like mock-up of it um I might possibly if you enjoy this show how I made these other images so the one with the label coming across it um and just the mock-ups as well and with the different flavors um so that's for a future video but thank you for watching um I've been lock and serve and happy designing cheers
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Channel: Lachlan Sarv
Views: 74,283
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Length: 77min 1sec (4621 seconds)
Published: Mon Sep 12 2022
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