Photorealistic 3D Product Rendering | Perfume | Part 1 Modeling | Cinema4D & Octane Render

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hello guys welcome to a new tutorial series and I'm super excited to show you how I created this kind of renderings recently I got a lot of positive feedback and a lot of people ask me how to create like this kind of very clean looking glass with this kind of lighting and the materials so yeah I thought I will just share it with you and show you some tricks how I did it and it will be two or three parts this tutorial in the first part we will just create like the model yeah and I will show you like how we can create like a model where we have like this kind of beautiful perfectly separated liquid inside of the glass and also like the cap like the circle in the cylinder and you see like the shading like here on the outside is pretty perfect we have some little issues here but in this tutorial we will fix them and yeah in the second tutorial I will show you how to create this kind of lighting and materials and how it will just look like that because I see a lot of people doing this kind of renderings but I don't know like they don't really know how to which settings to use how to create materials how to position the lightings and all that stuff so you really have like this kind of elegant Punchy really high quality looking rendering and yeah like I also did some variations here I don't know if you want to know also how to create that just let me know like really in the comments because it's much more complex but it's also like a lot of fun so yeah just just just write it if you want so yeah let's start and before I always start the project like that you it's very important guys you always need very good references so you can work with them and you can create like a model as exact as possible as like the original one so here I have like some examples yeah I can put them onto into Link in the description you can just download them so you don't have to search for them and we will just start with this one so we go to Cinema 4D um the front view oh and yeah I have it already but you just click shift V and you go to the back tab and just select like the image this one here and also like the transparency a little bit up and just bring it like to the middle because it was a little bit off so yeah let's check out of what this model consists we have like this top part here we have the bottom part this is the glass part and also like the liquid glass thing inside which is separate mesh I will show it to you how to do it because we will need it later for the rendering so we can create like this kind of liquid in the glass and also then we have like the spray cap inside with the straw and um yeah so let's just start with the cube and just created like the size of the reference something like that and yeah I will I won't be too exact because yeah I started already tutorial but it was absolutely too long and yeah we don't have like sites references so I will just guess it like eyeball it but yeah it's not so important yeah something like that maybe a little bit thinner yeah so we have something like that and also what we will do we will use a symmetry so we can just um go to the object and segments just those two segments here and just see for make it editable and then we go to the top view go to points mode and we delete those left points and those top points so we have just like this edge here because now we can select our Cube and go to symmetry alt click and it is a parent and just check those boxes here so we don't have any clamp clamping issues later and again just symmetry and again alt click symmetry again those two points here and just mirror plane to x y so if we put this into a subdivision surface you see everything works fine okay that's perfect now we can let's create like the main shape of the bottle so for that we just go to the cube and just create like some supporting lines so Cube Edge mode KL for the loop selection and somewhere here yeah something like that and yeah also here so we have from all sides the supporting Loop and also down here so now we see yeah it's it's as I said guys I don't go like super exactly that is that you have to do because I did it already it will take too long but yeah that's um good and now if we check like this reference image here we see we have like this kind of step and also like we need to create like this circle and the glass is going on the top where the circle is it's going like that so it's under the cap so yeah we model the cap separately but it's going like up so yeah let's just do this part uh for that it's very easy we just select this face here D4 extrude create caps off and just a little bit yeah I don't know maybe maybe even less just really a little but something like that and also here you see it's it's it's too smooth so what we can do again KL and just create here two supporting lines and we have something like that and yeah I think that should be good and also we could even make those but yeah we can adjust everything later so and now we have to create this hole in the middle and that's very easy and I use a good technique for that I will just create go to the top view I create a disk and I just scale it down we have something like that and I go to the disk in just eight segments and you see those outer edges points from the disc is aligned with like the middle part of the box that's good but we need one more edge here so it gets to that point so yeah let me just show it to you like if we have here our disk we just need on our Cube and our let's call it base um yeah base or bottle yeah something like that and just again KL Edge mode and something like that now that should be fine so yeah what we do now is just we select those two faces here and just I for inner extrude and we just yeah it's sometimes a little bit buggy so yeah we have to extrude it like that because we just need those extra points here and now we can bring those points to the disk but when we select this rectangle selection make sure to select only select visible elements because otherwise we will do it also the same with the button and we don't need it so also we enable this snapping tool and we just bring this point to the vertex of this this can also this point here and yeah at this point we can also bring here that's no problem and also this point here so if we deselect now the disk we have something like that and here we have two points in the middle and what we can do is just uo or just mq to to weld them so yeah we have like this kind of shape you see it if we delete now those two extra polygons and we select subdivision surface we see we have a perfect hole that's what we need and now we can just again like those two edges and just control click and just bring it up a little bit and now we need like we can deselect the edge the snap and we need a hard edge here so KL again supporting line here and two edges here m o for slide and we just bring them a little bit out so we have something like this and this looks very good for me so now what's very important the when we render it like always like in the real world like glass always have a thickness like if you just put glass on that model here it won't work so we need a thickness so for that we just um select face mode select them all D4 extrude and create caps and just bring them a little bit outwards yeah just just a little bit and we will also check like in the in the from the middle view like from the inside if everything is fine and we see already we have here some little issues like in the new versions of Cinema you don't have them I think but we just go to the top view and we have to bring those points here all on one line so we just select all them and z-axis it's almost zero so we bring them to zero because this is like the right Axis and you see everything is one line and except X the same with this part here we'll select those points and we just bring them on the x-axis to zero and we apply and yeah if we see here we have some little problems and I think it's just because like of this thing here so which I I just enable and disable that again and then it should work fine okay we have like the very basic outfit out of form but we see here on the uh under the the reference like this glass it is much thicker here on the bottom and on the sides and it also has like this kind of form so we have to manipulate the inner parts but those outer parts are disturbing us so what I found useful is just to select with select mode and press 9 so we can select all the parts so we can just select all these parts and we go to select and we press height selected so now yeah I hope you can see it like now we have only this inner part here yes exactly you see and we can play right now with those inner parts so again we go to the front view and we have to bring with rectangle selection not all points remember guys this is still the auto parts here you can also deselect it but yeah we just bring those parts here a little bit up something like that like this is the the corner so I bring it something like here and also like again guys I won't do it too exactly so it's your job because I did it already and that will just take too long you know so yeah we have like now here you see guys that's already like yeah it goes in the right direction not yet but I see we have here a little bit of more curvature so we can just bring a KL like a new Loop cut and just bring those parts a little bit down I'm working in the subdivision surface mode because in the subdivision service I can see like the flow like of the of the outline you know so yeah that's something like that honestly I think that's that looks okay and here also because yeah like if the glass here on the sides is thicker I also think like from the front side it's also a little bit thicker so I just go to the right View and again I will just bring those parts just a tiny bits in so like if you imagine like the outer part you know like we have like this thickness of the glass and we can bring those parts even no we don't bring them yeah something yeah guys something like that that's that's definitely enough for that tutorial okay guys that's it I I hope you enjoyed it I'm joking so yeah we go again to to our face mode and we bring with select hide unselected I mean unhide all we bring our bottle back and if we go to the subdivision surface and go to basic and x-ray and then we can see with n b exactly what we need okay this is really confusing yeah I think this is better but you see oh that's perfect guys that's exactly what we need like this kind of model it has a thickness you see like we have this inner part like in a real world like the class and now we can do um yeah first of all I just go out of the x-ray mode okay also what we can do we go to the base and we just bring here some some Loop Cuts yeah we will not see it but yeah it's better for my mind so it's just a little bit sharper and we bring again like two subdivisions so yeah we have something like that and yeah we could bring those edges a little bit closer to the to the edge um it's so it's just a little bit a harder Edge yeah but that's okay for the tutorial and yeah I I like it what we also can do we can maybe bring like um those points here on the top so I will just select them here so um options on just those points here without even those just this here a little bit more upwards because yeah you see like here it's going also just a little bit up but uh yeah okay so let's create okay we have the base like base bottle and now we can create like the the liquid and this is also very easy what we can do now is we put we create like one object out of that so we go to the Symmetry first of all um alt alt right click uh control click we copy it and with Alt G we bring it in the null object in the group because just as a backup so we name it b o for for backup and just deselect it and now we can go to the symmetry and just press C and now we have like this one object and it looks very good so now what we have to do we have to select those inner polygons and X separate them as a separate mesh and that we will use them later for the liquid so that's should be easy we just go to our base bottle and we go to the face selection and we just select yeah for example yeah I'm now inside of the bottle and yeah we can just select those four polygons here and now we have to grow the selection with uh you why you buy and let me just select those points here so it's just the flat bottom you know and now if we press u y we can even check that out in the subdivision mode and X Y uh okay it's not showing so let's work ah yes you see like you have to click the the bottle and now if we press u y we go up and we go up and we are selecting and selecting our things here and I think that should be good if we disable the X-ray and we go inside to the bottle yeah we have something like that it's a little bit confusing like I don't know how to explain it better but we have selected the inside polygons of the bottle and those we have to split now just with u p and you see if I just solo it we have now the inside polygons and we still have our bottle here but now we also have two close this and um yeah like let me show you something so it's important how I can just uh bring this up to my screen and hide everything else it's just very easy you go to Windows customize window window customization customize commands and you just search for solo and then you have you put Solo hierarchy it's alt Q so we can just assign alt q and viewport solo of alt W and assign it you know and now you can select your inner polygons let's name that liquid inside so yeah you're not confused and now if I press alt Q I can show it and what we have to do we have to close this hole here because again later when we will because yeah again later when we will render it like this liquids like in the real world it has to be like a closed volume because now we have a surface but we need a volume so we CL just close this hole here by um right click and close polygon hole and we have something like that so now we just make with KK we just connect those cuts here so it just everything nice and clean exactly so now if we press Q oh subdivision's not working because we have to put those two things into a group and now the subdivision will work on the whole group so now we have like this thing inside of our bottle so yeah I will just bring it up you see and this now it's a volume like kind of a volume it's it's closed so later we can use this as a liquid but also one very important thing is that I found helps very very good it's if we go to sub division surface and we press X you see if we take here our uh inside liquid it's overlapping the faces are exactly as from the glass but I found it useful when the liquid is a little little bit like separated from the glass and with that you can just liquid inside tea for scale and just scale it really just a super tiny bit like really just here yes you see like this Edge is the glass and this thing here is the liquid and yeah maybe I can make it yeah okay factorial story it's it's okay so yeah just a little bit okay so now we should have like the bottle on that looks really good and you see like the the the liquid yeah also one thing you see like the liquids will go like too much up we could yeah I did it right now like that but you could before when we were like with you why like um selecting those faces you could do it like once or two twice more because the liquid goes here a little bit more up but we did it like that so no problem but we should do it like a little bit straight because yeah it should it will look a little bit weird so I will just select those points here just why is it not working yeah and just yeah so the water is like flat you know yeah exactly so we have something like that perfect so yeah it looks very good and now what we can do we can create like this top part and you can see here on the reference images that we yes I like that like we have this glass here it's you see it's very thick but we have like this kind of cube inside but this Cube inside is kind of because like the the the cap where where you can spray it's just a cap so like the the cube like this black box has to be like some kinds like build has to be like some kind of build into like the top glass and what we will do we will create like this top bottom with the thick glass and then inside we will create like a hole like this kind of a cube inside and those outer faces or the inner faces of the glass we will just assign a black material so we will get like as you see here like this thing here like this glass top part here what you can take up it's just one geometry but inside I have like made a selection for those inside polygons and we will just assign like a different material on that and that extension to that we will model separately like the spray cap so yeah it's uh I'm very good at explaining I know guys I know guys so just stay with me okay now let's what we can do is if we see like the the the Box on the top uh how is it cap is basically the the same side so we can okay so now we have to create like this cap here on top and that we will just do by yeah we go just to the top view and just um create a cube and with e we will make it like kind of the same size maybe just a really tiny bit smaller rather than the glass and again we just bring it up here and yeah like kind of same hey height so yeah we have something like that that looks good and now what we can do is just alt Q to solo it see if we make it editable and we just delete this uh down face here and now we can again like we need the thickness you know so we just select all our polygons D4 extrude create caps and just it's extrude um inside yeah so we have something like that and um let me check out the line mode and yeah if we let's call it a top cap and yeah if we alt Q solo it we can take now points mode rectangle selection and just um why is it yeah just bring those points here to the shape of this inner box here something something like that I think that looks good and maybe if you go to the Right View you can just bring them with t just a little bit outside so yeah we have something like that you know because yeah also I don't know how to open this thing but I think you can either just bring it up or just also you you couldn't you could rotate it without interfering with the cap so we have something like that that's basically it guys because now oh like uh yes okay all fine so yeah we have something like that and now we can if we bring this into the subdivision surface we see we need again like some supporting edges and those I will make a little bit more harder or sharper so something like this and also down here and also everywhere on the edges guys so yeah that's pretty easy and also like here on the inside oh and yeah also of course here so let's check it out from the all the sides and yeah okay guys it's not absolutely exact but as I said just spend you a little bit more time but I think that should be good and now we have like this again like this kind of volume we need for for the glass and we have our inside polygons here so if we just select them all just with the UL and just like this and we create a selection so select set selection we have like this uh black in our box and we can assign letter material only to that selection and to do all the other stuff we can select the glass material or even we could split it so we have this uh so we have only one glass thing and just one black thing so it can imitate like this kind of box but you will see it later because it will also like take like this light you know because it will it will be separate so it's it will work perfect so yeah we have basically our bottle here now we can create the cap and also not just the cap but also like this kind of circle on a cylinder and I will show you how to do it perfectly like 99 perfect so you don't have like any kind of uh shading errors or something like that so yeah let's let's go we go to our base bottle and we just can reuse like those polygons here so just UL face mode and again just up and yeah just right click to reverse normals so yeah we have like those parts separately and we can name that cap and okay guys it's already uh 40 minutes or something so yeah we we select those edges on the top and just bring them a little bit up let's um yeah let's let's by the way this is pure ref the program so yeah let's let's do it like that and yeah I'm just thinking because yeah we can go here and um again we will just model like kind of the inside and then we will just give it a little bit of thickness so again we just select all these edges we just bring them down a little bit and then with control just um we bring them up and uh yeah maybe we can bring this Loop a little bit more up so this part is a little bit longer this part is a little bit shorter and now what we can do we can just select it all and D for extrude and just extrude it a little bit and maybe UL those inner edges just bring them in a little bit just scale them without the this green y-axis so yeah okay now yeah we have also like this ring in the middle that's also very easy we just bring like some Loop Cuts here face mode and just uh t for scale just on those two axes so yeah we have something like that and just bring some additional Loop cuts maybe even here so you have like yeah it's something like that and we can select even this Loop and again with t and just scale them without the y-axis we can just bring them a little bit more outwards so yeah we have like this kind of ring that's okay and also we need hard edges here so again just KL Loop cut and just bring them here and you see we have like well maybe they are a little bit too hard so maybe just a little bit more distance so yeah something like that and yes that's okay go subdivision just three but uh yeah guys you can yeah you can adjust it however you want and we can maybe also bring first of all this lower part just a little bit more down so it just touches like here the glass exactly maybe a little bit up and again if I make some Loop cuts so the edge is just a little bit sharper okay all W to bring everything back and yeah we have something like that that's not so important so yeah now we come to the spray thing here this is like I think the most important part so how we will do it um we will create a cylinder and we will bring the cylinder down and we just we see a little bit like of the mesh and just t for scale inside of the subdivisions and so we can scale it so it it's just touching closely to that thing you know so yes okay now uh it's the interesting part we will create 32 segments because we need like on this side where this uh hope will be like a little bit more geometry and we don't need any height segments so yeah we have something like that that's good okay now we can solder it so alt q and now okay so how we will do it we will um yeah this is like the cylinder and we just need um disk we bring this disc up we rotate it 90 degrees and we just bring it a little bit out and again like if you go to run view and don't forget to display the lines and the wireframe we just scale it down a little bit so it's inside here but we also we see um we have much more Edge points on the disk than lines on the outside we have to bring it down to 12 because now you will see it like you see like this edges um uh matching those are those are nearly touching but uh yeah guys so just stay with me because like the cylinder has like 32 and The discus uh 12 that works very well and now we can just um see for make it editable and we just select the point we need like a kind of a ring so we just have to um you know Ms for bevel and we just bring it out a little bit just yeah oh just something like that doesn't need to be super exact and now we delete this face in the middle here and now let me bring this cylinder and the disc into a separate group so we have something like that so yeah guys um so yeah guys we have to project this circle onto the cylinder so it has like the exact rounding and that we will achieve by selecting the disk going to the deformers and shift shrink wrap and into the shrink wrap we bring in the cylinder and you see it is exactly where we need it so now we need the disc for later again so we just drag and drop it out without the shrink wrap and bring it into the backups folder because we will need it in a second but this disk here we can just right click current state to object and we have already one more so you see now we have this disk in this form here okay and now we go to the cylinder we make it editable and we just give it like almost a little bit over and a little bit under this circle some Edge loops and now we have to delete all those inner polygons here where the circle is so just escape and now you see we have something like that and now we just select the cylinder with the disc and make it one object so right click connect objects and delete and we have like now one object and we have to just close like this hole so very easy Edge mode MB or right click Bridge tool so we can just Bridge those points here together now oh and also what is important we have to create one more Loop cut here in the middle so we can connect those parts here better so there we have it and that looks very good in my opinion but it will look even better if we put this thing into a subdivision surface and you can see already Yes this thing on the top we will we will solve later and you see we have like here some kind of a stretching and that comes because those points are a little bit too close so point mode Mo for the slide mode and we just bring this a little bit outside something like that and you see it's almost perfect but we can do it even better what we have to do is uh we can just delete this edge here so we just uh loop selection this Edge delete and we take our outer edge here and just control click and drag it inside so yeah you see we have some issues that's no problem because we just have to create some Edge Loops so for example inside here and also we select this and again with Mo and we slide this a little bit outwards and you see it's yeah it is it is perfect guys that's cool and guys you see like even from the side we have like this curvature inside so uh this is it's perfect so now yeah let's create um like the surrounding here on the top so again just KL and something like that yeah that's absolutely enough and also the same for the button so you know we don't even need this on the bottom but yeah anyway so now we have to create this inner plastic thing and for that we saved our disk from before and um yeah I did a little mistake but we can fix it very easy because yeah again we have to project it on the cylinder but now we have like this hole so we can't really project it onto it so we can just take our cylinder and take this rename this as a reference and we just so yeah we have to rotate the cylinder a little bit maybe you have to press uh like PSR or like cell mesh I don't know I don't have this right now here I don't know why mesh access tool and X to Center or something then you can just rotate it so yeah again anyway so we go to our disk here but first of all we have to extend it a little bit so we just create you know something like this because yeah you see it's it's it's just bigger and now we can project this disk again with shift click and shrink wrap onto the reference cylinder so NB we see now it's fine so what we can do again like disk current state to object we can delete it and we can also delete like the reference at cylinder and bring back our normal cylinder and you see again if we bring those two here into a null this looks absolutely perfect and now what we can just do we take the outer edges and we with control click we can bring them outside or inside and again just the loop cut here and the loop cut here and also just Loop cut here so we can even uh how we will do it yeah we will select those faces here and with D4 extrude without creating caps we just bring them a little bit inside just a little bit and again klkl for for the loop selection and we have some extra faces here which we can just delete and yeah one second we take this Loop here inside and control click inside and again just some uh look at and we have it here it's not 100 per but yeah you will never see it but yeah anyways guys like look at this shading from the cylinder it's it's it's it's just completely perfect so yeah what we can do now we can just bring all this thing here just a little bit down and yeah also let's call it uh cap bring this cap into this null here and yeah we have something like that with the Top Cat that looks very good so yeah maybe some proportions are a little bit off but yeah it looks it looks it looks okay maybe you could bring this a little bit more up but yeah that looks good so now we would could just do is just like this if we check here our references like the straw here like I don't know it's like also in the original very thick and yeah I think that looks really cool because it looks so massive you know um okay so very easy we could just do it by we take just our cylinder here and we go to the edge mode and we select it yeah exactly maybe just make one more look at here we can then just delete all those and just select this Loop here with UL for example and just bring them down let's see okay you can make it a little bit thicker yeah let's do it a little bit thicker with UL face mode we select this Loop just a t for scale and just on this axis without the y-axis we make it a little bit thicker even even thicker so yeah something like that and then again we will just make it a little bit of thickness so Edge mode t for scale only in this direction and just bring it in that's enough and also we have to do like some supporting lines yeah something like that and I think that should be it exactly guys like we have our model here it looks look guys it looks absolutely perfect we have our inside here our cap is inside we have like our liquid everything looks fine so yeah that looks awesome okay guys I hope you enjoyed it and guys subscribe it because in the next part we will create like this beautiful materials and this beautiful glass and liquid and all that light and I will tell you a lot of like tips and tricks how to render very realistically what settings are very important so yeah guys let me know if you like that kind of style what you want to see and see you in the next rendering lighting shading tutorial
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Channel: Nikita Kapustin
Views: 13,825
Rating: undefined out of 5
Keywords: 3d rendering, 3d product rednering, product rendering, perfume rendering, beauty product visualization, 3d modeling, 3d, cgi, product visualization, 3d lighting, how to create a product render, how to 3d model, photorealistic rendering, fragrance rendering, cinema 4d, cinema 4d modeling, octane render, How to use cinema 4d, how to create a perfume bottle, how to 3d lighting, professional rendering, beauty product rendering, nikita, kapustin, cinema4d, octane, tutorial, render, glass
Id: 2b7Y03ufroM
Channel Id: undefined
Length: 44min 35sec (2675 seconds)
Published: Sun Oct 30 2022
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