Photorealistic Product Render in Blender | Case Study 05 I Box Packaging

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how's it going R1 this is the wind Bell today we are going to have another full case study for blender tutorial and as you can see here this render image on my Instagram account people love it and they request me to do a full tutorial about it and here they are in this video we are going to start building this box from scratch and then we are going to build in the scene later on and Implement lighting and also texture so make sure you watch to the end of this video and hit like And subscribe alright without further Ado let's get started first thing I want to do I'm going to drag the reference image into the blender file so like here to drag and drop okay and let's put it away and now as you can see here here's the reference image for our modeling and the the origin is not aligned to the center of the origin so what I would do shift s to have a pi menu and then we want to have the selection to cursor so hit that and then we'll snap in here as you can see here this reference image is not symmetrical so basically we need to move around in this area so in order to really get into the center of this area so what we need to do here is shift a to adding a plane to start with and then right now in the front view so let's go to the side view to rotate display 90 degrees hit R and then when you're holding Ctrl then you have a 90 degree rotation over here so now we can see this and ALT Z go to the x-ray mode and shrink it down a little bit and then it will be our time to move this reference image according to what we have the reason we're doing this is because when we're adding a plane the plane will be perfectly put into the center of this origin so the cursor 3D cursor is actually in the center of this entire plane so it will be best to just start with that because that's going to be super accurate so when I go to the reference image GX kind of move around that's okay the the origin is not aligned that's all right so now we're just going to select the play hit s to shrink it down and then continue move our reference image to the center point as the best we can do so let's see that scale it down reference image GX and to move to that left side when if you were moving around you can holding the shift key to having a very small increment when you move around okay so I'm thinking with roughly about right in the center so is this uh I want to say this the reference image for the modeling is not a precisely correct or while it doesn't have to be folded exactly the way you want eventually when we after we build our model and then when we're doing the layout on UV map then we are going to use the UV map to creating our design inside of Photoshop so don't worry about it so we're just gonna have a rough shape happening over here now this will be perfect time to select the reference image and then disable the selection now we're not going to move this thing by accident okay and another thing we need to do is just lower the opacity of this reference image so come down here opacity we're just going to lower it down because it will be easier to see what it looks like and our line looks pretty obvious so it's fine okay cool and then next let's go to the edit mode by hitting Tab Key and then you can see we are in the edit mode if I hit number one on my key keyboard and you will see that we are in the vertex mode so we can select individual vertex and g z to grab it and to kind of align to what we have here okay Z is that okay so we're just going to kind of do this g z and come down here okay so it's pretty easy to straight right and one thing we notice that this side and that side looks identical so what we can do here we can use a mirror modifier to temporarily getting this part of job done using mirror modifier and then we're creating the rest of body that'll be much efficient so we don't need to do double work okay Ctrl R adding a loop cut click that and then I'm just going to select the right hand side of vertices hit X to delete vertices then we go to the mirror modifier this reg icon adding a mirror modifier okay so now we have something going on here so if I'm dragging here so you see same side is going to have this now we can focusing on to creating the rest of part of body I know probably you are seeing some packaging modeling inside blender but for this particular tutorial one thing I really want you guys pay attention is whenever the edges need to be fold and then we need to have three lines or three edges in order to have best transitioning on here because when we're rendering our box out we're not going to using subserver's modifier so that's just something that I want you guys to be aware okay so now what we can do here we are going to select this Edge GX just kind of drag to on the side of this Edge and the E and I hit e hit e key into extrude and hit X key along x axis put on the side and then what I'll do Ctrl R adding a loop cut when you're adding a loop cut like this in general world that will actually cut in half so we'll just do cut in half so that will work so we have something in the middle between okay so then next then we're gonna do number two hit the edge selection mode select the edge and then continue extrude e x let's count down here all right so that is about right because this is not going to uh really folding on this Edge so we're just going to leave him like this GX and coming down here and then we're going to stop right there then next we're going to select the edge in here these three edges and then we are going to add in a Edge right because we want to have three edges because we're going to fold these areas Ctrl R adding another loop cut right here very simple so we have that done and then we're gonna continue extrude this part e select that and hit E Z come up in here and E Z come up in here and then I'm going to hit number one to having the vertices selection model hit GX kind of grab it down here and then what we do select these e and z come up and then move these three vertices g x come down here select that so g z to minor adjustment on this okay so that is good for that top side and the bottom side we're gonna continue to do so go to the number two the edge selection mode I'm going to select these three edges um and then hit e z coming down here right then I'm going to go Ctrl R to adding a loop cut right here so we have three lines going here you know here all right then what I would do select that then come down here e and z come down here one more time and then vertices selection mode number one hit select the three g x move that towards down here GX okay so now once we get something done over here so things are getting a little bit complicated so I want making sure there's no duplicated vertices a lot of time when you're using extrude you will sometimes you're accidentally having that so what I would do here is hit a key and then hit m key to merge by distance so I want to hear that is that we remove zero vertices which means I have no duplicated vertices so I can keep going okay so that is sometimes I just want to double check what I'm doing so which is a good thing okay so select that so now next I'm going to select this Edge this one so e and z to come down here okay and then select number two Edge e x come down here so now I have something going on here g z to grab that I know this is supposed to be a kind of curve so what we can do here is we can just simply bevel this one single vertices a lot of times people think while bevel can only be used for edges but you can also bevel vertices what we need to do here is Ctrl B and the V key and then you can just bevel the vertices just think about that it's just more like a verticey in short right so having that if I'm doing this uh b v and Ctrl b v and it doesn't have a lot of space because this one kind of stopped right here so what we can do here before we're doing vertices to Bevel that what we can we can just select all the three g z to drag it down a little bit and then just select this single vertices hit the g twice and then we can just slide over there double g slide over there so when you are doing the bevel so the curves can be naturally come down here there's no restriction on the side then come here Ctrl B and then we can just scrolling down in the mouse button so we can have in that because of this type of packaging design modeling wouldn't want to spend a whole lot of time to play with subsurface modifier to getting edges getting sharp edges so we're just going to go with I'm gone and because a lot majority of surfaces are just flat so we're not have no issues click that and then you can change the segment if you think 10 is too much you can do eight whatever your choice okay so that is what we've done here so we can finish this part for our modeling on this side same side already finished because we're using the mirror modifier and then next what we're going to do here we are going to finish we're going left over here okay on this side uh because we still need to fold this and for some reason know I didn't select this one extruding this vertices so what I would need to do here is I'm going to the edge selection mode select this Edge and hit e and z to come down here and try to move down roughly about the same and G Z's come down here and hit number one so now I'm pretty sure I have two vertices here because they're duplicated so what I would do here I'm basically just going to select these two when I was in the actual mode and then I'm gonna hit empty to merge by this and it will merge Center so we can merge things together so now we have one single edge okay now again I'm going to adding another loop cut in here because I want to connect that Ctrl R do those so so we have this and sometimes because I already have existing vertices so these two need to be merged again I'll hit app key as Center so now if I'm going to hit a key select everything M and merge by distance there's no vertices duplicated okay so now we're good what we can do here we're going to continue to modeling the rest of these hit number two and select the very bottom Edge and then we're gonna hit the e and z continue to move down here okay okay so because this part we don't need to fold anything so I'm simply just going to adding a loop cut Ctrl R in this side to getting some vertices going on here and then hit number one to select these two vertices and I'm actually just select these edges now I'll hit number two they select this Edge hit e and z to come in down here okay so now go back to the number one the vertices selection mode I'm select this very end vertices and Ctrl B and the V key to Bevel it uh it's just such a small Corner uh and also is in the bottom part so I don't want to put too much emphasis I think six segments will be fine okay I know this is don't worry about it I know we're not going to bending this part at all so I just want to let you guys know and then we can continue going finish the rest body so now this is going to be the perfect time that we're gonna select this type it out and shift d to duplicate it and I'm going to hit m key to creating a new collection so this time I can just say back up I hit OK and put it in that folder we're putting that the collection so I can temporarily disable that so now what we do here we are going to apply this mirror modifier and then do apply so next I'm going to apply this mirror modifier as you can see here we have vertices down here on the left hand side we don't have anything on the right hand side and in order to model the rest of this box I have to have access to these vertices so that is why I saved up I backup now I'm going to do the destructive procedure to apply this modifier to this geometry so let's do that then go to the object mode and apply okay so now if I go to the edit mode hit tab I have all the vertices sometimes we have some duplicated vertices in the between in the middle because that's just a mirror modifier and we can just hit a and m double click by merge by distance there's no vertices I always constantly checking on this in order to making sure we're doing the right procedure so next I'm going to go to the next phase so I'm going to oh I can see is there something going on here so this is certainly this vertices is something random I'm going to select that hit X to delete that vertices okay so that's something extra I assuming on the other side I have the same thing yes so X deliver C so I think that should be fine I just see how much we are having here but by far this is what we need to do then go to the number two Edge selection mode select these edges holding the shift key and just kind of clicking all that so let's do and then Okay cool so now and hit e x let's come down here to getting this big part ever is done okay so cool and again because we're going to folding these areas and these three lines Mark makes perfect sense to me and I think we're doing really well okay then after extruding over here now I realize this is going to be a big photo as well then I'm going to hit e x to come down here x and then adding a loop cut in between Ctrl r put in here then that'll be good so now what I'll do next I'm going to select these edges vertices and then come down here and then hit e x coming down here and then s z to kind of scale it down towards to that section minor adjustment see that okay is that is this very bottom part of this The Edge you can see here is not it's kind of shortened in the edge and for some reason the big fold is supposed to have some Edge Loops going on here in order to fold so I think I'm missing this part what I would do here Ctrl R adding a loop cut Ctrl R adding a loop cut drag down up here so because we are going to having this double g x here and it's going to be a fold one so I need to have three vertices so I have one okay in the middle now we're good okay then I can just select the very bottom part Edge and then continue extrude Along z-axis come down here then s x to scale it down vertices selection mode okay g x kind of just a minor adjustment I know it just has to be that super precisely but just if you can do that just fixing when you're doing e and z down here I think that should be good because we don't need to fold anything and then next I'm just going to select these two vertices Ctrl b v the bevel it okay that looks good yeah and also this is going to be the bottom part of the box and nobody will see that so that is good enough next we're going to start building the top part which is a little bit tricky let's go with this one I just selection mode number two and select this Edge and and also this part I know the design a little bit off but we're trying our best to do this so I'm going to follow the left hand side and to start with okay hit e and z to grab it and then to here okay so now you can see we have some design here and and typically when you look at close to the any box this part is actually cut open so what we need to do here I'm going to select this Edge and also this one and then and then we're gonna hit e and z to extrude up okay here down here go to the vertices selection mode and select this one g x kind of move it around down here same thing on this side GX okay just a little bit and then we're gonna select this Edge number two select this Edge and then we're gonna continue extruding this part e and z to extrude up here to the edge after we extrude to the top part and then we're going to add in another loop cut Ctrl R Loop cut it's going to cut in here and then next we can do here is like this Edge number two [Music] e x to extrude up here and try to align with this Edge so that should be good I think two x tiny bit holding shift key that should be good and then same thing over here number two Edge selection e x holding on this side I'm eyeballing to align this but this should be fine and the very next thing we can do the curve around here because same thing happened earlier because this Edge is too close to this what I would do here I'm going to select this Edge double g to drag give it some rooms when I bevel this same thing for this guy g double g x come here and then I can select these two vertices Ctrl B and V to Bevel it and then same time I'm just going to increase the vertices then I can see I think because this is the top one so I'm probably gonna just do 10 so make it more smooth and that should be fine so now as you can see here we are finished our kind of like modeling part and another thing notice this area is not going to be a big fold uh you can make it like three lines but I think one still should be fine for this so that is the only difference is compared to these folding areas so let me double check if anything looks all right uh yeah big folds three lines that are always going to be like this so that should be fine and now I see something going on here I don't like this kind of like a edge adding over here and why not we can just do a another cut in here this one doesn't need to be that tight okay so what I can do here I'm gonna say like number two Edge selection mode and right click I'm just going to do subdivide and maybe I will do subdivide two times so if I go to the vertices selection mode and now what I can do here I'm going to select this vertices and this one hit J to join it okay same thing for here this vertices and that hit J to join it and then add your selection mode select these two edges and then hit X to Edge dissolve edges okay so now it feels like this as it looks much better I know this is still in gone uh but this should be fine because this is one single flat Terriers earlier there was one vertices sharing two different edges so that's something I don't want to happen for sure okay another way I can fix this is by deleting some of literacy that I don't think is very necessary so let's go number two select these two and I can just hit the these two as well and X to delete edges that worked tab I don't know yes that works so same thing I want to do this as well so number two edges these edges This One X delete edges hmm go to the alt Z so we can see we are finished our very first step of modeling which is the flat layout cut so in the next part we're going to start folding these boxes also start introduce concept of using virtue group okay type out this edit mode and select the reference image and go back to the property setting of the reference image and then replace one with another one and select the one we want with the number on the simple reason we have a number on is we're going to divide each part with a number of group so we're going to set up our plane as a vertices groups so the would have the vertex groups having selected will be much easier when we're doing the folding side so to start with what we want to do we're just going to select all that then the shortcut for selecting more vertices or or deselect vertices is going to use Ctrl and the plus key on your right hand side keyboard okay so that that's okay we're going to adding more of these and then right now I've noticed that there are something going on here is the actual vertices so this is something we have to fix it okay hit X to dissolve vertices and there are times that when we're having minor this is time when we're having a doing extrude building our model so we sometimes we just have this Arrow but you just need to pay attention to fix that when you happen to see these things okay again a select merge by distance nothing removed Okay cool so now what I can do here is going to select this area Control Plus to getting a little bit more and one more Control Plus so you can then hit the B and the minimal drag and then deselect okay so now we have these areas to be selected fully okay so what I want to do here I'm going to go to the vertices group where this is called the object data property so I'm going to adding a Vertex group hit the plus key and then I'm just going to double click put number four and on it and then assign so now this entire area has been signed as a number four the advantage using vertex groups is going to be the selection next time if I need to select these areas I can just hit the select now immediately select this area so saving a lot of time for me to do so so same thing for here so I'm going to select all that and then Ctrl plus key to getting all the vertices I want it and one more print Control Plus so let's see I think these all I want so what I would do and the another vertex group plus and number two okay and then assign so now I've heard that sign if I had in number four again select number two select I can select all that so it's very convenient Okay cool so let's go with the this part middle section so certainly we need to select this area as well okay just like that these two groups okay these groups all right so I'm going to assign this as number three okay you don't have to do this but for me it feels like this is just so convenient three okay aside okay now or should be good okay another thing you can continue to select these areas to assign a number of coordinate like zero zero six or twelve you can do so but for me I think the majority of the part is being selected I think this looks very good to me and the one more thing I think it may be easier for me just to select this arrays to having the 11 ready so Control Plus to getting these done so I'm just going to add in one more vertices group in here plus and 11. by the way all these numbers being randomly assigned so it's not a big issue if you don't put this name according to this number for me it's just easier to reference what it is okay so I can even just to and then I can just run then I can start actual folding this box okay the next thing we're going to do is start folding side by side when you start folding this box you need to have a line or area to start getting started and then I'm going to go to the Edge selection mode and select this Edge and shift s to set the cursor to be selected okay now when the cursor snap to the The Edge we're going to use this as a central rotation point and then next what we're going to do here we're going to go up here and then we're going to make sure we select 3D cursor now as everything is being perfect set and then we're going to select number four and then go to the top view and hit R key and code Ctrl key to rotate it like 90 degrees and then stop okay so now we actually start folding this box right so this is very convenient so for this empty reference I don't need to use it anymore but sometimes I want to make sure I'm using the right number so then I'm going to select this reference image shift d to duplicate it and then hit G and Z to drag up and now I can temporarily hide another one this one I can just to have bump up the reference image and then I can know the number very easily so next I'm going to start folding this box okay so go back to the tap Tab and then I'm going to come back to here for the rotation shift s to cursor to select it and then next I'm going to do what select three and the two and select and three select all these areas that we're going to rotate it from Top View 90 degrees and r Ctrl key rotated 90 degrees so the next part is I'm going to select this Edge one more time shift s to snap cursor to select it okay cool and then I'm going to select number two since left and then go to the top view hit R to rotate them one more time 90 degrees okay so we're getting very close to what we want the very last time and we are going to select this Edge shift s cursor to select it and then I'm going to find the 11 and select that and then come here to rotate one more time so it doesn't have to be like super close but this is what we're going to get by now you may see there is a huge gap in here but we haven't really turned this kind of like a plain sheet to a solid bowl a solid material so we needed to add a solidify modifier and then we can decide to to move this corner to close this Gap okay so next thing we're going to the modifier Tab and then we're going to come here to do a solidify modifier let's go in here and so this is where the the things getting interesting so now you can see we certainly have a quick thickness going on here and uh right now by now right now the offset is being set negative one which means it's kind of pushing inward so the best way I found is actually going backwards so it's going to go to outward and to set it out and as you can see here something going around here is is the vertices and this is not supposed to happening and let's use anything else we have seeing if not we can quickly find issue to fix that okay so this is certainly something going on here so let's go to the edit mode and select everything let's see okay so we have one vertices that these two are not supposed to be here so what I can do here this one select that hit X to dissolve vertices if you definitely do right thing when you do in the beginning you're not going to need tapping fixes all these issues but this is going to happen sometimes when you even experienced modelers but I want to show you the real side of it I just need to fix that and it's not difficult either so select that X dissolve vertices okay something going wrong on this side so like that hit X the dissolve vertices so actually we have some kind of short face that come out is not supposed to be like this and they're going to hit X to delete the now I'm going to come here to dissolve the face or doesn't work X delete the face yes I think that's fixed okay go to the edit mode all right so we so I think the reason we have this is just having them duplicated vertices apparently when we're doing our method to merge them we didn't detect that but good to have now we find it what's going on here so if we go back to here so select this face and hit X to delete the face so that has been fixed okay so then now it looks alright if I'm disable the solidify modifier okay it a key so everything should be fine and then if I select everything control and shift n to recalculate the normal I think that may help okay I see one more time having solidified modifier on and everything's been pushed outward and that looks not too bad at all okay A lot of times you need to double check your vertices group and making sure your geometry looks nice and neat I think so far it's not too bad not too bad at all however the stuff we're trying to do is we want to have in this corner looks a little bit better but what I can see here is this is something that a weekend change it up and also I don't feel like we need to have this top part what we can do here we can select this number two select that and uh and that and app to fill it select this one this one and one more time over here up key one more time to fill that I think that looks about right from the vertices because earlier we delete some vertices seems like it's been removed some edges for the it seems like it's been removed some face by accident but now it looks good and another thing I want to check on this solidify modifier is to having the even thickness to click that now the corner looks much better okay and same time this still looks too sharp to me I think we definitely need to use some bevel modifier okay to solve this issue so come here and we're going to do a bevel and this time I need to making sure my my bevel modify up because we want it bevel first in order to do so so let's do the limited method go to the uh weight sharp edges okay so now I can select only the sharp edges which is like this I can bevel that corner instead of everything so I think this doing pretty decent job because I bumped the numbers pretty high so right now this angle is about like 90 degrees so definitely this become the one that is going to be beveled okay so now what I can do to enable this solidify and also bevel so now I since these edges have been selected what I would do here and then let's go to the transform tab on the right hand side you can hit n key to having you can have hit n key to hide it or open it and then what you do here select these edges and to and then to adjust and then to change the mean bevel weight to number one so which means this one has been bevel weight this is not so I'm going to select this one uh it's put back to zero so these are the only the bevel edges that we want bevel so when we go into the bevel the reason we set it to weight is basically to control this using the weight number so having that so we're going to having like segment about like six or something to make it really smooth yes it looks very nice and smooth so we're having this and the mount I think we're probably going to make a little shorter uh is that making a different whole lot not really okay let's just do .001 yeah very small then maybe I can just make it a little bit bigger okay maybe .005 that'll work yeah it's not super strong but I want to make it look so nice and neat okay so I think that looks fine and then the other side I can make as per key to making to make a list smoother it doesn't make a whole lot of difference sometimes but sometimes do so let's just do that okay uh anything else I think that's about it for the bevel and what I would do next I'm gonna tap it out and shade smooth okay so you see that that the corner looks pretty nice and smooth I think that looks fine and then next thing I'm going to do is I'm going to start folding all these side boxes for this part cut Okay so now I'm going to select this Edge all right and then shift s to cursor to select it and then come here and then three phase six and hit a three to face selection mode Control Plus to having all that ready so I'm going to the front view hit the r to rotate it this time you can just loosen up like whatever choice you want I can just do like 60 yeah same thing for here select this Edge number two Edge shift apps to cursor to select it three phase Control Plus to get it selected okay now front view and R key to rotate it Ctrl 60D degrees now we have this all right same thing happened here select this Edge shift s do the cursor to select it three face and then side view are okay so now we have something going on here right so now I think that looks all right uh by now then I'm going to fix the bottom part tap go to the edit mode actuator x-ray tap edit mode and then select this Edge okay so that is the rotation part I'm going to select shift s to set a cursor over there and then three let's get the solidify modifier temporarily disabled and then Control Plus okay front view or to rotate 90 degrees I feels like this vertices not needed so what I can do X tried to delete it that should be fine yes that is totally fine X delete okay now let's do the next one select this Edge number two Center one shift s snap cursor to it and then we're gonna continue rotate it for Plus side view R 90 degree okay cool I think that looks alright this side Edge shift X then R rotate it okay cool this vertices doesn't need to exist hit X to delete it plus key to add it on front view are rotating 90 degree same thing again s snap to deselect it doesn't really matter in the center or not but if we're just going to rotate into one different angle so that's all good okay so go to the side view hit R rotate it now everything's been folded up accordingly okay cool all right I know there's a tiny bit areas that should be fine and let me adding this solidify modifier to see how things goes okay no too bad I know some area is not a perfect but we can do some adjustment accordingly or do that and when you when you definitely Show Off Your Design This is not really important at all what we can do here is to kind of rotate us this area is to put it inside a tiny bit it doesn't have to be overlapped too much or can come out tiny bit and especially this minus okay yeah so we can g y to kind of close the bottom part as well sometimes the design is probably not working very well when you just directly folding them so we just need to do proper adjustment recording me okay so that is fine to me let's do the shade flat okay Jason Smith will make him eye looks crazy so now this something looks all right and I just want to change the default material kind of like a it looks much better to easier to view so I think that works fine to me so by now you can see here the back part looks pretty straight but usually when you're having the similar box you usually have some sort of curve so what I can do here I'm going to add in some geometries to fix that another thing here you see this we have some sort of a gap in here so I'm going to quickly fix this now since we already have the solidify modifier added on so hit tap key alt Z to see this go to the top view and yeah we're in the top view by now okay so this is the corner I believe yes so what can do here is we're gonna hit g x to kind of grab it on the side close up that edge GX I can do a little more yes so yeah that tiny bit overlap is not quite good hit GX that GX I think this looks good yes having that tiny corner back in here adding a lot of realism into it okay cool okay so for this part it looks very straight and because we're not using the subservice modifier so we're going to adding a lot of loop cut Ctrl R adding this and we can definitely change the loop cut number so we can just do quite a bit so we can just do quite a bit like 30 I think 40 should be really optimized uh to making that super smooth without having a a sub service modifier so it should be good enough so what I would do next I'm going to select this one and also the top part and I'm going to kind of rotate it according to the 3D cursor so we need to change to this to 3D cursor and come back to here are select everything [Applause] okay save let okay select everything R to rotate open it up tiny bit and then select just one side one vertices like this and then go back to the proportional editing and also go back to the bounding box center so I can just G to drag it tiny bit it doesn't have to be super Ultra smooth or something big curve but we just want to having something like to be naturally affected okay so now this should be fine so everything looks still nice and smooth and but you have some kind of curve open now all right so right now with having this everything has been built or coordinated and for the view tool I believe probably we are acting too big for this so we want to change but now I've been a little bit so we don't have like it's Z stripes or something going on here and everything looks just fine to me so you can see the details over here so it looks nice and presentable we are ready for the UV unwrapping and also texture this box okay based on your design then let's go to the shading Tab and come up here this is the interface that I usually set up my blender as a default and I always have a hdri set up so I'm just going to hold the background to here and then now hit unkey to close this window and then if I hit Z and then go to the render view now I can see something going on here okay I have a quick menu Q so I can see the the background transparent if I'm not then you can see that we have a environment in the background now I can just do that do transparent so I don't see anything over here in order to getting the texture onto this we have to you we unwrap the whole thing and then decided to then put our design or your packaging design onto this box and then go let's go to the UV editing tab right then if I hit a to select everything right here okay and right now this is what a UE map looks like this is definitely not right so we want to do then we're going to hit a to select everything and U to UV unwrap just hit that I wrap and for this one this modeling is so easy because we're just modeling from a single plane so everything you need to do here is so easy to do so this is what we have for the UE map okay if you're like me you don't like this kind of look you can certainly rotate that hit R key and then just kind of rotate it while you're holding Ctrl key and then once you hit 90 degrees then release and hit GX kind of like grab it and making sure you're the whole thing so within this box but that's that is okay if you couldn't do it you can actually hit g x to minor league remove that here so it's within that box okay so as long as you're okay so this is going to be our final UV map so we are going to use this layout to design our packaging design either in Photoshop or in your illustrator so it doesn't really matter that next thing we need to do is to export this UV map and then let's go to the UV and come down here to export UV layout click that now Emilia USC this is what we have in here so you're definitely going to find a folder that to export the UV and then typically you can just do PNG file and then you can choose the the image resolution size for me I usually try to gain pretty decent UV so I just do 5K so let's do that you can just type A and you can just hit ship number eight to having that signals and then that means times five so we can hit that then this is going to be our resolution and also the opacity you can change the map's opacity to that or you can just set a default you can doesn't really matter once we set up all the sizes and the opacity then we can just change the number then we can just rename the file you can do whatever you want to do and since I already saved one so I'm just going to use the same one and Export replace the old one hit that and then now this will be our time to go back to photoshop or illustrator start doing our design for the package okay this is what it looks like when you open up the PNG file inside of Photoshop because the opacity we export the UV map was set up 0.25 it's a little bit transparent so what we need to do here I'm going to add in a background so let's go here to do a solid color and choosing white and put in here and grab underneath that then you can see this is what it looks like next you're going to use Photoshop to divide each part and put your logo design based on the size or the face you want to show and then let me show you what I had for my particular file so this is the one I finally designed or generating on my own so basically I've started using the UV layout exported from the the blender and that's also the reason why I'm saying at the beginning that we have the modeling reference is not super important because eventually we are going to use the layout that were generated from blender so which is this one this is just the reference image just going to give us a general layout like when we're doing modeling okay so this is what we have and then what I have eventually I'm just creating the design based on the different session the colors everything and groups I just put on the side so this is going to be the final design for my box and when I export this image texture I'm going to make sure disable the background everything just having a transparent background So eventually when I export this image texture as PNG file I I can directly drop this PNG image back to the blender and immediately perfectly placed on the box that we modeled in 3D this is the one that people wanted to know how to do this and eventually we came back to this packaging Design This is the PNG final design images I just load in for my box okay so it's very simple texture it's a basic a principle bsdf with a image texture and also I added some noise texture with the bump it's very simple and just getting a little bit paper textures onto this box you don't have to do that for the box you can just cut it off that's fine it's super smooth and if I add it on it'll just give you some minor details on the surface which I feels like it's very photorealistic and I enjoyed having it you don't have to do so but that's just the way I do it and the other things let's talk about lighting and the general scene looks like it's very simple because all these other boxes are just the principle bsdf with the red color and have a pretty rough surface nothing fancy so I'm just utilizing the existing model that I already built to put them up here okay so then for the the ground actually is a very smooth uh ground with a black color like so my typical background lighting for e-commerce products have a pure white background and have very reflective black acrylic and this is kind of lighting when you do when you actually working inside of physical photography studio so let's go to the render mode to see what looks like for the entire scene in the render view so you can see here these are some red box blocks that I've used and then we have the hero box in here in the center it's in the in the front row because we have couple blocks put in here to creating the depths and then there are two lights for this particular box you can see we have one in the front and another smaller one for the rim light just for this side of the box and the image texture for this type of light is very simple and I've been mentioning this type of a lighting so many times in my blender tutorials and you can I have a link on the right corner you can you can definitely check it out and to know how to do it on your own so this is so it's basically just an emission Shader and image texture that I created inside Photoshop okay it works very well it works just like a real light inside photography studio so that's why I prefer that I think that is pretty much everything I want to share in this video if you're one of my patreon you will be able to have the access to this blender file including all these textual maps and also this blender file with lighting everything and if you're not you still want to purchase this blender file you can go to my gumro page still can purchase this separately like always thank you so much for watching if my content is something you're interested to do inside blender please consider subscribe and thank you so much for watching and I will see you in the next video bye
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Channel: Wenbo Zhao
Views: 54,617
Rating: undefined out of 5
Keywords: product render in blender, blender tutorial, blender tutorial for beginners, blender basics, blender for beginners, product photography, product photography lighting, product render, product rendering, product rendering blender, wenbo zhao, wenbo zhao lighting, cgi photography, cgi photography tutorials, cgi photography course, cgi product photography blender, photorealistic render, photorealistic render blender, cgi in blender, cgi in blender tutorial
Id: kdQDaHwEH-0
Channel Id: undefined
Length: 59min 7sec (3547 seconds)
Published: Wed Feb 22 2023
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