Model/UV Unwrap/Animate/Render 3D Realistic Packaging | Cinema 4D Tutorial

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hello everyone in this show we will create that animation i will model uv unwrap texture animate render and a little bit compost composting this is the 3d scene and some some simple comp let's start with the image plane i will press shift rv and go to front view go to back and select image something like that then i will take group got front view and before that let's press shift m one more time and increase our transparency then i will change my cube to fit the mesh something like that i will also scale the z-axis let's make it 50. it's 140 140 this one 375. now i will enable my enable my lines so i can see my segments i will increase each of my access like to to true so i can use symmetry object i will make the group editable press c and i will delete these points since the center axis is in the middle i can use multiple symmetry objects i will select my cube press alt and select symmetry i will do that one more time but this time i will change the mirror plane i will do that one more time and i will change to mirror plane too now i can i'm going to fly my objects i will also select my symmetry objects and enable these options now i will select that polygon got front view press ctrl and move the polygon this is going to make an extrusion i will do that one more time and i will switch to rectangle selection or you can press zero select the top polygon and move it on the y-axis then select that polygon and move it on the z-axis now i will make these sharp parts i will right click select loop cut press shift and make it look cut right in the middle then i have all many edges that i will need on two three four five six seven eight nine ten let's make it nine i will double click on that edge loop right click level i need nine edges so i will write seven subdivision here so it's gonna make nine edges okay now i will select these points and i will move them they don't match the shape but it's not much important right now now let's try to make these vertical cuts for that i will use plain cuts i will need three four five six seven eight nine ten eleven cuts so i will write eleven for the spacing let's try five it's too much three now let's make it to the point five yeah something like that then i will double click on these edge loops but i will leave one edge loop then i will select these top edges and i will move them on the z-axis okay it looks good but we have a problem since we have so many edges here that close to that sharp edge our object will be very sharp especially this part let me show you i will select the top symmetry and add the subdivision surface and as you can see it's very sharp but the object that we are trying to make is a lot softer but to solve that i will select these polygons and i will hide unselected i will switch right view and switch to points mode i will move these points something like that let's switch back to polygon mods and unhide all let's enable the subdivision surface and now it is a lot better but let's add a loop cut here to hold that edge it looks good actually too good to perfect so i will add some randomness let's start with the right top edge i will select that point and move it here but i will also move these ones too but i will try to make nothing like a chair and i will also move these ones too now i need to make these edges a lot sharper i will select line cuts and i will add my first cuts here let's add another one here and i will also need another one right here and i will finish that cut here and i will make another loop cut here and finish it here and i will select that point here and continue i will write these points right click results and i will continue to that cut and let's not target here and select that urge and dissolve okay let's press q to see what we get pretty nice pretty good but i need to solve some of the triangles i will leave that for now but i need to solve here and i'm gonna make the same thing here and finish it here i will select the middle one and say we dissolve now we have watts except that's one on that one but i think actually they are not a problem okay also let's finish that cut i will select these polygons one more time and say height unselected go to right view and i will move some of the points to get a better result smoother edges okay switch to polygon mode and unhide uh make sure that's like these polygons uh sorry select the first one you want to select then press ctrl shift select the last edge it's going to make an edge selection this time i will move them it's going to make this area similar let's press q here i will double click on that edge and so now i will right click select loop cut press shift automatically loop but right in the middle then i will double click on that edge switch to scale and then press shift to snap and i will scale down to zero then i will select level let's continue with seven subdivisions okay now let's try to fix the sharp parts i enable my subdivision surface as you can see they get really smooth to fix that i will double click on that edge loop i click and slide i will press ctrl and make make a new extrusion but i will change my offset mode to proportional so they will look like the last edges okay now i will select this edges and i will right click select bevel but this time i will change my bevel mode to solid then i will switch to points mods right click slides and i will merge this points i will press ctrl and move the point to the next one now i can remove edges in the middle right click dissolve it may look something black in your screen it's not much a problem but if you want to get rid of them you need to change the angle of the triangle so i need to move it something like that that is as i said it's not so much a problem okay i need to add cuts here okay now i need to fix that part that one should be thin like a paper but this is too thick so but also i need to add randomness to these edges they are all the same shape so that means that i need to break my symmetry but first i will change the hierarchy i need is symmetry so i want to do the same thing for the other side that means that i need to get rid of that symmetry so i pull that out my object in that symmetry and put that symmetry at the top now i will enable this to symmetry object and press c i can delete these ones now i will go to top view select these points and move them then i will add these points to my selection and i will move them something like that let's enable subdivision surface they are still too thick so i'll select them all press t and scale but i need to move these points okay now i can enable my symmetry and press c to make it editable now i will try to give some randomness to these corners i will just move some of the points like like this one i will just move some of the points and i will slide these edges i will also slide these once this is gonna make here smoother something like that maybe we can select that one too for here let's just select these ones and i will select brush change my mod to smudge i would also submit these points too then i will change my brush mode to smear and swallow some of the points and i will deselect all the points and i will also that some points they are unnecessary like these ones and i will also smooth this top part like brush and suit okay for the right bottom part i will just move the points but before moving to the uv part i will make my last adjustments i will select these points select brush change mode to smear and i will move some of them they are too perfect first let's select all the polygons ctrl a and reset ue then i will switch to edge modes got selection and loop selection and i'm going to select the edges right in the middle so i can make a fill selection with selection fill selection and select that uvs then i will go to my front view and then i will go to my uv editor projection and hit frontal then i will change my camera to back then i will invert my selection and i will hit the frontal one more time now i want to make these two islands to have same space so double click then press shift and double click on that island too then i will go to your packing go to blending box and enable place island size than apply okay now let's start to relax these islands i will double click on that islands go to relax and i will change my relax type to abf and then hit apply i will do the same thing for that part two now i need to make these two onions one so i need to let these points but before that let's see the polygons continue yes we need to flip flip that part this is the seam the white line so this polygon should be here so to fix that i will double click on that island go to uv commands mirror u and mirror v let's do the same selection yes this time it works now let's switch to edge mode i'm on i will deselect these edges so i can that's the points in the middle now i need to convert these edges to points so press ctrl and press points then go to give you comments and hit you will this is gonna work them like that now i will do one more relax action because we need to relax these middle points so i would relax uv and press apply okay let's see if the uv is good or not i will go to textures and select uv map and in my 3d view it's not nearly perfect maybe these parts but this is very normal because we have so much density here but we can fix that let's select these ones to see where they are okay now i will deselect right click transfer tools and magnets and i will make the magnets very small and i will move this arguments and you can see in the right view okay let's look at here yeah that's better okay i think it's pretty good let's turn off uv map texture i will select them all and i will hit apply in the uv packing because we have some polygons out of the box now i will create a texture make it 4k then hit apply or ok now i will go to layer and i will hit create uv mesh layer so we can use that in photoshop now cinereport has created a texture with the uv map so i can save the texture let's put file and say save texture as and i usually save jpeg for the uv maps and save and i will change my layout to normal standard let's switch to photoshop i created something like that it's really easy i imported my uv usual map that we just created then i draw something like that duplicated it and put a background that's all then i save that as a jpeg let's switch to single 4d and let's use that material disable reflectance cut color and select the image and i will also increase my viewport texture size to 2k and put that to my object let's enable subdivision surface it looks perfect okay now let's try to make some animations first of all i will turn off my subdivision surface and rotate my object 90 degrees but my axis is wrong now x is not in the right place so to fix that i will enable my axis and rotate it now the y axis is supposed to be i will create a camera and change its orientation and position to zero and i will enable it in my filter to see it and i will also change my focal length 75 and put my objects somewhere here for the animations i will use cloner deformers effectors like the plane effector let's add one and put it under the object but i should change its deformation to object now it's gonna work let's switch camera i want start from here to animate the plane effector i will go to falloff at the linear fields and i will put it closer to my object something like that and i will also enable my field in my filter okay select linear fields go to coordinates and keyframe the x x-axis then after 10 frames i will move my linear fields here and the keyframe something like that then i will add another plane effector and put it after the first plane effector change the deformation but this time i want to move it on the z axis so zero the y axis increase the z-axis let's switch the camera to see it better i will also change my y-axis to something like that so one more time i will go to falloff and add a linear field i will rotate it and put it somewhere near the object then go to linear fields and put a keyframe on the z-axis and move term frames and move your linear field something like that let's go to camera and see the animation so it's too faced fast so i will select my second linear effector and move my points time frames further forward okay i will now add any other plane effector put it under my object but this time i will use the plane defector for the rotation so let's make it 360. this time i won't use any all of i will just use the strength of the deformer effector so let's go to the first animation first frame i will keyframe my strength of the last plane effector i want seven r9 strength then i will keyframe and i will go to frame 20 i've got a little bit more strength of the rotation frame and i will frame 30 and make the full rotation then keyframe now i will open my timeline with plain effector select all and press s okay let's see the animation so here is too fast so i will lower these ones which level lower is two keyframes okay but i will select the last keyframe and move it to something like 45 frames and i will make it smoother okay our animations look too flat to fix that i will use another effector to delay the former let's put it under our object and change the formation to object i change it to blend and let's make it 70 percent it's going to make the animation so smooth like that but i think the plane effector that made the rotations are too long so i will move the last keyframe and that's that's a lot better now i will make another plane effector and put it under my object but after the playing the former not after the delay delay should be at the very end time i want to move my object on the x-axis something like that okay let's add all of to my latest plane vector and i will change its rotation to 90 degrees at somewhere here and frame 50 i will go to coordinates and keyframe then after 10 frames i will move it and another keyframe it looks good i will duplicate my object press ctrl and move and i will delete the vectors at my object here and i i will remove my mesh ply you don't need that anymore now i will select my object second object press alt and the cloner object i will change its module linear and i want and clone on the x-axis something like that now select the clone object and add another plane defect effector and make the y-axis something like that so it won't be visible to camera then i will add linear fields and move it somewhere air at the frame 658 i will put the keyframe on the x-axis and after 10 frames i will move my field on the x-axis something like that but i need to move those keyframes they should start sooner like like that like 55 so if you remember that we use the delay effector for the smooth animations i will use the same effector for the new cloner i go to cloner effectors and put that delay after the plane let's switch the camera and do the animation okay now let's move to the render part first of all i will get rid of that so now for the material yes we will use arnold switch to armored and i will create an arnold surface standard surface double click and i will open my network editor and search for image select and i will select my color and link to the diffuse or color i will put that my object and also i will link that color to my arnott viewport so i can see i will also put that material to my clone object okay that's enough for now now let's try to create some lights i will start with an hdri so arnold lights and sky dome lights and i will i will change its color to shader network and i will create add image with arnold texture and image then open network editor image and select your hdri image i will use that a very basic hdri so let's close that go to sky dome light and put that texture in the color section let's make a test render upon our window and we got something like that but i don't want to see the hdri so camera to zero and i might increase my intensity so let's change expression two and i will rotate my image let's make it 90 actually let's start from the first animation like this one okay i think this is enough for the hdri i don't play with much with that hdri because i've let and then another light but first i will lock my camera to camera one so i can turn off my camera in the viewport now i will go to rnot and select spotlight and you won't see in the viewport so i should enable the filter you know i will go to my top view and sit somewhere here and make it a little bit bigger and i will increase my intensity to 2 and also let's give some exposure six but it looks like it's too much let's move that a little bit but also i want to increase my contrast in the hcri so i will open my htri open network editor and i will search for other correct and put it over my texture and it will ask what do you want i will say input and in the contrast i will give so like let's say 125 as you can see so let's enable iferi so that quad light should be somewhere here but i will also enable my subdivision surface okay it looks nice now i want to see back objects in the back so let's enable api and hit play so these objects also need lights to do that i will go to top view and duplicate my first squat light and put somewhere here and i will duplicate that press ctrl and i will rotate it let's move it somewhere here okay now i will go to my first frames one more time and i will play with my material i want to make that material more realistic so open network shader and i made something like that in the photoshop i selected the white parts and made a hue saturation then saturations zero then play with the lightness then i got something like that i will use that or the looseness of the material or roughness then i save that picture now i will select that image for image and i will select my image is named package glossy and i will link it to my materials buttons okay let's enable ipri ipr so as you can see you can't see the result because i need to invert that much so i will do for color correct and put it over my object it will ask where to put select input and i will say invert so this white parse will be like metallic but i need to increase my earth to 1.8 something like that let's play it as you can see these red parts are more glossier but these white parts are metallic but i think it is not enough it's true perfect perfect surface so let's go to the first frames i will add a normal map so go to image select image and i found a normal map like that and i will also a normal map surface so select that and link the normal real normal map to [Music] that note input and i will link my normal map node to my materials geometry normal okay let's see enable ipad so now that looks like a real package now let's go to the plus frames i think i need to scale my normal map they are too big i will open my network shader select my normal map go to uv coordinates and scale it to 2. now that looks a lot better let's go to the first frames now that looks a lot better and feel the realistic now let's move to the past frames and now we have another problem every one of them looks like exactly the same i need to give it some randomness to that i will go to my boner and duplicate my cube or object two times and delete the materials now i will select my material package material and duplicate it and i will open my network editor go to my normal map uv coordinates and i will uh flip you then i will make one more duplicate open netflix shader normal map this time i will flip v i will duplicate that one more time and this time i will offset my u like 100 then i will put these methods to my common objects and i will also select my objects and put them one group alt g so the subdivision surface would work okay let's enable apri now every one of them looks different but before finishing tutorial i want to show you the comp i didn't do much thinking just color some color collection a little bit contrast motion blur for the background black backgrounds ingredients and then i just merged them that's all okay guys that was it thank you for watching i try to explain everything in the pipeline of production like something like that and by the way if you want the theme files you can join the channel and you can get them okay i'll see you in the next tutorial bye
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Channel: polygonpen
Views: 22,307
Rating: 4.9608612 out of 5
Keywords: modeling, 3d, cinema 4d, maya, blender, 3ds max, zbrush, procedural, hardsurface, organic tutorial, lesson, grid, curved surface, surface modifier, advanced, tutorial, vfx, pivot, axis, basic, production, industrial design, product, UV unwrap, render, arnold, animation, mograph, package, comp, resolve, fusion, pipeline
Id: fcMdH-pIvNQ
Channel Id: undefined
Length: 50min 19sec (3019 seconds)
Published: Sun Jan 31 2021
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