Plasticity Tutorial: Stunning Glass

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so first things first we select the cube we delete it and now we need to create the class so basically it's a cylinder so we have two ways we can draw a cylinder or we can draw a center circle in my case I will draw a center circle so I just draw somewhere here I tell 8.5 cm so I just make a zoom in so normally I think these are the standard measurements of a class I'm not expert so you can do your own measurements so now we need to offset the pH to go up and we move it up around 10.5 CM but the glasses normally are not completely straight they tend to go a bit outside I can use this white circle and then we can just rotate it around you will see the decrease on this part of the screen you will see the decrease let's draw let's draw minus four so that you can really see the effect and now what we need to do is we can start drawing the floor the flower patterns so how can we start okay so we can here on on the right side of the screen you will see that there is this enabled snapping I don't want to snap it to the face at this moment so I'm going to turn it off so I'm only snapping to curves and edges so I will come and select a control Point curve and from the middle I will start drawing let's say from here down I will start drawing a little flower I want to move it to the front so that I can see better and now I can let's say mirror it great so now we have two curves I want to join them we press J to join there is one single curve and now I'm going to duplicate this part with shift d i go up and then again shift d and in this case I want to make it longer so I just scale it with s g to move and this one it will try to just try to make it a bit more separate to each other okay something like this it is not perfect but it should work you at home you can do it much better I'm sure okay great so now we have these lepes so I want to draw some other patterns so for example I can duplicate shift d shift d rotate it by pressing control you can snap it every 5° so you just move with this for example here somewhere in the middle you can mirror it you can grab these two shift d duplicate them and move it up around the same to here we grab one of these duplicate it we move it down rotate 45° so we go down and we just try to snap it somewhere in between not exactly like here we just go a bit outside and see how it looks for example here I want to have the same distance but inverted so the lips will be upside down okay how do we do this we can mirror it but if we mirror it on the y axis you see that it's only snapping to the center so if we want to have our own guide we can press for example f for freestyle you will see here on the right side so if we press F we can create our own guide so I I'm going to click on this point so I press and I can move just left or right and then we have our pattern so you see it's starting to look good so now I just grab these ones duplicate them and move it up okay great so there we have our pattern of the glass I think it's okay you can you can draw your own style you can experiment this is this is only the matter of experimenting drawing practicing and this is what makes you great in whatever you do I think it's great I think we can continue now to make an a radial array okay so how do we do this we select all the curves and this one too and we can just come down here to R array like this so in this point you see that it's going to cause a trouble because the lips are actually touch touching each other if I'm going to project them to the object it's going to create some artifacts that I'm I don't I'm not so happy so we need to reduce the number to a point when they where they are not touching 7even they are touching okay so six is the minimum so we have this we accept it with right click and now we can just press shift I to imprint curve or if you got you press F to select all the tools of plasticity and then you press imprint so in this case is shift I and then you click so what is going on here you probably think it is a mistake it only works on some parts for example here it works perfect but what about here what it's making plasticity is just projecting it from one side so in this case it's projecting from the front so you see that this Distortion is caused by the impression but we don't want this we we want that the normals dictate the way of projection so you see here on the left that there is the method vector or normal Vector is by planes and normal when you click on it you see that now it fixes because what it's telling is that the normal of this side is projecting to this the normal from here the normal from here and so on so now it's much better and you see see it is quite good so I think that is what we look for we accept on it and this curves we can hide so we can press cont G to group them we name this curves and we hide them so these ones are still missing so we click add current selection to group so now what we look for is that this patterns are going a bit inside with a curve we cannot achieve this as far as I know by offsetting the faces or extruding it if you do it like this it's not exactly how I want to do it or how it should be so what we need to do is we can and graph the front face because I want to do it once and then radial array at the end okay so we graph these faces I'm going to shift X to delete it so now you see it's not it's not a solid now it's a it's a so with the holes now we just create one line that is going to come from the middle to the other middle and then we can accept it so you see that now we have a straight line what we need to do is we need to grab a line that is a bit curved and goes inside the class so for this I'm going to shift s to subdivide it once subdivided you can see that if I grab the vertex from the middle and I press G to move I can have this kind of arch so this is what we look for but we need it in the other direction so we just move it inside and this is just by by um by eye I just say what kind of curvature I want so in this case I leave it like this okay so what I need to do now is I want to have a loft from this Edge to this other Edge and tell plasticity that I want this line as a guide to patch it we can change the colors of the lines for example you can press M and to see it better we can grab a red one so now you see much better so how can I create the line from this I can select this Edge press shift them now I have a line you see here I can just drag and drop the material so now it's red and we can also do the same shift them and drag and drop the material so so now we have both curves what I need to do is Select this red one and this other red curve and press patch but it's not going to work because now it doesn't let us grab the edge that we are want wanting to use as a guite in this case we cannot use patch in this case we can use Loft so we press L to Loft it and shift click on this kite we have so now you see that we have a much smoother much perfect shape and this face we just need to select both and join them so now it's a single piece and these curves we can group them we can call it red curves and we don't need them so basically this is what we need to do for all these objects so we just proceed shift a to the middle to the middle subdivided shift s grab this one and go inside you can also grab the previous line we had and just duplicate it and move it here but it's good sometimes to continue PR practicing so we grab this shift them shift them Loft and K select this object and this object and join them we do the same here shift a middle to Middle then we craft this shift d shift d this we forgot to subdivide it so we just craft subdivide and grab this vertex something like this LT guide okay so you see that now can grab all these so now you see my glass is looking quite good so now let's continue we craft this face this face and so on this maybe we can leave because maybe we can just mirror it as I said okay so we delete these ones and now we can make a line from middle to Middle subdivide it ah or I have a better idea so you have this line you press first all these lines here that they are in the middle and we subdivide it okay so if I'm correct then we just grab all these vertex at the same time and press G and move them inside so everything should have the same curvature correct and we just repeat this part we select all one side sh shift and select this size and press shift t Okay so from here to here Loft gu from here to here Loft and gu the same here select both left shift click and from here to here L and K okay now we select all these faces and join them in this case it's not joining so we should select each one j j j and this one with this one J and this is missing J okay so now we have this we can select these lines and hide it now that we have one side of the class we can just create one line from here to here press C to cut we can delete this area so we can just mirror it press Q I want to Bullen it and press Q again to join them I want to Union so now we have this part so now the point is that I want to radial arrate six times so how do we do this I can create create a line from the top maybe from here to here let's see if it works and I'm going to raday this line from the center we need to count six pieces so in this case I just see that this line is cutting and this line is cutting here okay we accept so we graft this line and this line press C to cut cut this object we delete everything else we don't need so we keep only this piece we select it press radial array from set and we just set six so now we have it correct accept We join all the solids q and Q once everything is blue accept so you see now we have our class so far so now the easy part so I think we can just select this pH press all because I want to offset so you see that I just move it around and make some sort of uh thickness for example there what I can do now is extrude it go down now you see that it's cutting but I want also the decrease here so I can just make um no for example four no because we at the beginning we made four so I want to have four again in the inside remember I press a to extrude or E to extrude right click to accept so now we have this part of the class so we press two because I want to to make a chamfer from here can make a round chamfer accept and we grab this one can make something like this and we can also go and Cher this something like this so now we are almost finished there is also one thing we can do if we go to the front view now you can say that these edges are extremely hard this from here to here is so hard that maybe it would be better if we make it smooth so how can we make this if we go and press the two we can select these edges and we can make a fill it so we can grow it now it needs to think in this case it's not working when it doesn't work you can try one side only now it's working but I think this is a hard f it so we need to go to the positive one so you see in this casee is making this soft transition you will see I will do one side for example something like this so you see that the class looks much better if we would have this sort of softare chamfer so that's what we need to do so what I need is Select this size and then we can just make a positive fill it but I want to have the same distance so without doing anything I just click here and then it will take as as long as it is a round fillet it will take the same one the same radius and we can just right click on it so we saw that this part of here needs to be rounded so we will continue to round all this so you see make a positive one click here done we go positive same click and this we will do with all this remember if both are not possible at the same time just try it from one side and then just do it on the others so we finished this part so now compare the difference between this and this so you clearly see that it's much better when it's softer or this gradient so for example if we just make another kind of material or render you see it's much better it is quite better to look at it like this instead of just making it hard so as we saw before we need to cut this part and just radial it so we we know that this line and this line are the ones who cut so I'm just going to go to the Top View Press C to cut I'm going to grab this this and this delete just radi array it here radi array click on this and we have six everything looks good q and Q join thems uhuh it joins them and now we finally finish our class and now it's time to take it to blender and in blender we can make the the textures the materials and in the end we can make the final render okay now we're in blender the first thing to do we need to press n to take the tabs to the right side and we look for the tab plasticity this you get once you install the plasticity addon and it's quite easy to use you just make connect LifeLink and refresh so now you see that here started to appear in sub folders or in these collections our object now it is too small that's why we don't see it but if we delete the cube you will see that now here we have our glass okay first things first what do we need to do here we have the object so we need to make the render and the materials so we come to the side view and we just create for example we can make a new point now this point we need to convert it in 3D otherwise it's just only making a moving one single plane when we convert it to 3D now we can start to extrude it so we come here and we just make something like this and we extrude it again up with E and come here so now we have our little shape now this shape is a bit too small so I'm going to move it G and X something like this and this one is also a bit too low so I'm going to move it g set and maybe this one a bit to the front so GX okay this we need to make a fill it so we go right click fill it for example like this and now now we have our line now this line we need to convert to object convert to mesh now we can do tap to edit mode select everything and we can just extrude it to the side so extrude it in the Y we have our little soft box or something like this right click shade smooth G and Y so perfect now we can have some environment to start making our lights shift a and we can make a new light area we move it around here rotate the size I can also make it smaller something like this now let's see how it looks we call and instead of making Eevee we make it in Cycles so Cycles GPU and we can start to see the results so I have our little glass this case I think it's okayish so I'm going to start making the material I go to this material tab I make new and let's name it glass now you know that the class needs to have almost all the transmission and we have some sort of a fro usted class in this case we need to reduce the roughness so it is a much clear glass something like this I would say and already right now it looks pretty decent I think it looks okay let's make it a bit just a bit above that it's just slightly floating on the on the floor this keeps a bit stronger shadows in this area maybe the light it could be that the light it is a bit strong so so we can select the light and reduce the power and now in this case it's 1,000 Watts so what happens if I make it 500 even or let's try five okay five watts is okay I think it keeps a much more contrast in the image now the material is a bit too perfect so I would like to do something with the shading so we create a bit of a bump so we go to the normal and make pump and here I would also like to make um noise noise texture I connect the F to the height so now you see something quite strange but it is too strong so what I need to do is texture coordinate texture coordinate so this I connect I want the object so the object is going to give me this mapping so in this case case I connect object to Vector now you have something more interesting but still horrible maybe the detail around nine so you see it has this sort of the formation that is quite normal but it is too strong so let's reduce it it needs to be quite quite minimum so you will see imperfection now this imperfection is what we look for if we want some sort of um semi-realistic render it could be that this detail maybe need a bit low let's try to make it for example in this case with a detail High we can see some sort of realism in the class we can maybe make it a bit less so it's just a matter of experimentation in this case you can take as much time as you need and maybe make a better material than me we make a camera so we take the camera and we just make go to view camera to view viewport and we just place the class around how we want maybe I would like to also add another light maybe one on the side and maybe one above we can go to for example with this we can convert to 3D view port and click and final render we click on the camera and this we can maybe make it a bit like this and this we just start by duplicating this light Shifty I move it somewhere somewhere like the same distance rotate it around so now you see that I have a much interesting Reflections this is just an experimentation you can do also your light rig so this is the the render we just made as you see there is a lot of noise it could be that the bump is too strong so this we need to reduce probably and also the roughness I think the roughness is a bit too strong so we come to the glass and you see here also it is a bit too strong this imperfection of the bump we reduce it by half for example 0.02 now it looks a bit better so probably I leave it like this and we said that the roughness was too strong so we got here to the roughness and maybe make it 0.05 we can also try another kind of Illumination if I want to have it like um like this gradient floor of colors of contrasting colors for example we can have this light and this 10 watts I I'm not so sure if it's too strong still so let's for example try five and here as well five it could be so let's make some colors in this case I take the right light and make it maybe a bit pinkish or let's try to make it blueish is and this light we try to make it pinkish light for example we can take one of these duplicate it rotate it and position it as how we want something important I I realized that our camera has a focal length of 50 mm I normally don't like like to leave it like this I would prefer to leave it like in 100 let's make another camera so shift a camera and where is it okay so we select camera one and let's now let's try to make something more interesting we can take the [Music] view okay the camera I just leave it like this for the moment and let's TW the lights because it's still not my favorite illumination so power we can maybe take 10 maybe the floor I don't know if if it can be a bit less rough the light maybe so and this light [Music] stronger let's try to make the floor more metallic so we have a a smoother or shiny Reflections on the floor now the light here is maybe too strong and also the light in the back let's make a render so this is just for for showing you this is a tutorial of course you can have as much as Perfection as you as you wish or as you look for you just need a bit of post production if you want in Photoshop arrange a bit of the curves a bit of here and there some twixs I hope you enjoyed this tutorial if you want you can follow me in my social networks I am going to continue to upload some more tutorials in plasticity using blender normally the workflow will be like this I do the work the objects in plasticity as much as I can and then I mic create them to blender in blender I make some basic illumination basic materials and then I will present the final product like this if you like my work Please Subscribe like and share this means a lot to me it helps the channel grow and it motivates me to continue making this tutorial sharing my knowledge as much as I can and thank you and see you until next time if you enjoyed this tutorial and want to go deeper into the world of 3D modeling I have another course where I explore more advanced City tools this course is focused on the basics of 3D modeling we will start from scratch and step by step we will understand how to manipulate shapes and forms how to solve problems along the way and discover the secrets of some plasticity powerful but hidden tools and inside blender I will show you how I made the shaders lightning and the final image by the end of this course you will have a solid foundation in 3D modeling inside plasticity this will take your skills to the next level and open up a whole new world of possibilities for your 3D Creations I will leave the link in the description below so check it out and let's get started
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Channel: alchemistik laboratory
Views: 3,857
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Keywords: 3d modeling, rendering, plasticity, plasticity 3d, 3d, plasticity3d, glass, model, 3d model, blender, tutorial, plasticity tutorial, alchemistik, alchemistik laboratory, design, 3d design, digital art, art, digital, realistic rendering, realistic, blender rendering, plasticity rendering, plasticity tutorial for beginners, advanced plasticity, plasticity techniques, modelling, 3dmodel, plasticity modeling, modeling, plasticity modelling, stunning, glas
Id: -5Td6Y_ay78
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Length: 32min 9sec (1929 seconds)
Published: Wed Oct 25 2023
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