Product Rendering in Blender: Lipstick

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hello everyone and welcome I'm Derek Elliott from dirk.com and in this tutorial which is sponsored by the fine folks at Squarespace we will be making this image but not before we make this image this tutorial is sort of split into two sections the first of which will be a slightly more beginner friendly race to a basic model with some basic materials then in the second half we'll take things up a notch to add some more Advanced Materials like this glitter in the lipstick some embossed graphics on the base a smoky glass material and a nice little metal logo detail for you connoisseur is a fine Cosmetics packaging stick around until the end don't miss anything and let's get started alright so let's go ahead and get started with modeling that sort of basic lipstick tube so you may already have a cube in the middle of your scene if you don't you can press shift a and add in a cube and then I'm just going to press G and then holding Ctrl move that up on the z-axis and you can press Z so that doesn't slide around and I'm just that that's sitting plane there and then what I'll do is press tab to go into edit mode we'll be doing a lot that a lot going in and out of edit mode and the hotkey for that is Tab and then to make this a little bit more of a tall shape I'm going to press s and shift Z to scale on the X and Y axis so that pressing shift excludes the z-axis um just till we have a shape maybe something a little bit like that and that's looking pretty good now what I want to do is cut a hole in the middle of this section here this is a pretty easy way to do that the first thing we'll do is I'm going to add in a couple Edge loops and the hotkey for that is going to be Ctrl and R so if you press Ctrl R and then click that'll allow you to drag it around but if you just right click it'll leave it right in the center so let's do that again on this side and then right click to complete that command and then I want to I want to select this middle vertex and if you're in like face select mode or Edge select mode you can press one on the top of your keyboard to enter vertex select those options are also up here in the top left of your screen so I'm going to press X and delete that vertex in the middle and then I want to select all these ones around the outside I can just press alt and then left click on kind of an edge and that will select the whole Edge Loop so then I'm going to extrude inwards so I'll press e and then right click to kind of close out that command we still have those vertexes there though vertices and then I'll press s to scale them in and just scale them in a little bit and then I'm going to use a hotkey to kind of take this shape here that's a square and convert it to a circle and the hotkey is shift alt s and that will come start the two two sphere command and then if you just drag you can see that that will kind of go to a circular shape so just drag that all the way over until it is a circle and if you don't want to remember the hotkey shift alt s there's a way you can access it via the menu here if you want to mesh transform and then to sphere you can see the hotkey again there shift alt s so with that there we're not really going to see inside this portion of the lipstick too but I'm going to press e and z just to extrude down so we can have a little bit of control over this lip here now obviously this is looking very polygonal not very round so the way I will make that more round is by adding in a subdivision service modifier and we can add in a couple levels of that maybe about three but when we do that obviously you can see that it's kind of rounding out the whole shape and we really only wanted to round out that Circle in the middle so one way to handle edge control with a subdivision surface is just to add in Edge Loops like this but there's a way I like to do it often that is a little bit easier to work with a little bit more procedural so I'm going to press Ctrl Z to undo those and I'll instead add a bevel node sorry a bevel modifier so if we disable the subdivision you can see that the bevel is basically if you're familiar with the term bevel this makes sense to you but it's basically adding in those Edge Loops for us and we can add in more to have a little bit finer edge control but we'll intend the subdivision surface back on you can see that's not really doing much and that's because these modifiers work in order so we need to drag the bevel before the subdivision and now you can see that that's working properly now we do have one problem which is that it's also beveling these edges so it's kind of you know it's kind of reintroducing our problem just on a beveled mesh but the reason that that's happening is because there's a limit method here so blender is basically being told that any angles less than 30 are sharper than 30 or greater I don't know but this angle method will basically tell blender like which angles to Bevel and which not to so we obviously want to Bevel these ones on the corners and those are 90 so we can basically just turn this all the way up until it's just a little bit less than 90 so something like 7 so let's say maybe you have your own Cosmetics brand and things are going well for you selling on social media but it's time to take things to the next level take your beauty brand to that next level with Squarespace Squarespace is the number one place to go get a beautiful website up and running in almost no time they've got tons of easy to use and lovingly designed templates that anyone can use even if you've got no experience ever setting up a website before once you've got your site looking how you like connect social media platforms and even set up an online shop to sell directly on Squarespace when you're ready to get started head on over to squarespace.com Dirk for 10 off your first purchase of a website or domain so that's looking pretty good the next thing I think that I will do is go ahead and add in that part that you would kind of hold on to sort of the sheath that goes around the lipstick if you will my wife did help me out on this oil but I did not get the term for that particular phrase but while I'm in here I'm going to go ahead and right click and shade this smooth because I can see that that was still not smooth um so this is looking good now I don't want to add that part just right down here at the bottom where my cursor is so I'm going to go back and edit mode on this object and then remember alt and left click to select this ring here and then I'll use a command called shift s which will allow me to snap my cursor to a new location and I'll snap my cursor to selected so now my cursor is sitting right there in the middle of that Circle where I can go ahead and press shift a and add in a circle this circle when you started off will have a default vertices a value of 32. so we are going to be adding some subdivision service to this to make it smoother so I don't quite need a full 32 but maybe I'll just do 24. um so we can see that this isn't really A Perfect Circle but when we add in subdivision surface that's going to look just fine so tabbing into edit mode on this I'm going to just scale that down until it's about the size of our hole there and then I'll press e and z to just come up to a height that we like and let's just move this down a little bit so again the first thing I wanted to do was add in a subdivision surface and the reason I do you know you might be thinking well why don't I just start it off with more vertices but the subdivision surface just gives us more fine control so for example in the viewport we only have one level of subdivision but when we render it we'll have two so I usually like to keep these the same but if your review board is performing a little bit slow then you can leave the viewport levels lower that's looking nice and smooth we can right click and shade smooth and then I want to give this some thickness and I'm going to do that with a solidify modifier now the solidify will do about what it sounds like it will give it some thickness it will solidify it but with the shades move you can see we have a little bit of an error here where blunder is trying to make this curve smooth but really we want that to be sharp now one way you can handle that is down here in the normals option on this green circle tab you can turn on auto smooth which is going to have some control that's similar to what we had with the bevel modifier but we might just want to actually leave this smooth and so that we get a nice little highlight there I'm thinking I'm going to make that like a metal material we might want to just round that edge over a little bit so I'm going to add in a bevel modifier and that's okay if that's at the bottom of the stack and then just add in a few segments here if you had bevel problems on this object or this object the bevel modifier by default will come with a a clamping option on so you can see if we uncheck this that's going to basically the clamp will help you from going through your mesh so if you had problems ever with the bevel modifier try turning off this clamp overlap you can kind of see where the problems might have been sometimes if you have doubles vertices on top of each other that will cause issues but usually I leave this clamp on and basically what was happening here is that with these edges so close to each other it's not going to let you go too big of a bevel so we'll just kind of turn that down you can see eventually it will just stop because it's hitting the clamp just a value like that I think it's going to look pretty good in about four segments is fine we wanted to scale this whole thing out a little bit just so it kind of pressed up to the edge a little bit more we could do the same command we did at the very beginning of the tutorial and will maintain our height but allow us to make this a little bit bigger so that's looking pretty good now what I want to do is go ahead and add in the actual lipstick so let's add in a mesh Circle and 24 is fine here as well let's scale this down just until it's right inside our tube there and then I'm going to press e and z to go up and this is one thing I definitely struggled with a lot I was looking at references on Sephora but I'm not really quite sure exactly how tall this should be but something like that is going to look good and then I'll press F to make that a face and then while I'm in here I'll go ahead and add in a subdivision surface because we're going to want that smoother and you can see the other reason I did that was to introduce this problem so again in this case maybe we will use Edge loops and then at the top here we might we kind of want to Edge loop on the inside and I can use an insect command so the hotkey that is I will press I to insert that and then we have kind of our flat topped lipstick now we do want to add a little bit of an angle to that there's a number of ways you can do it but one way that I think works pretty well is to select sort of this whole area here and the way I'm going to do that is just with this one face in the middle selected I'll press Ctrl and plus on my number pad and that will grow my selection and then what I can do is a funnel command down here I'm sure there's a hotkey for it yeah shift Ctrl alt s see that once it gets to Four Keys that's a little bit too much for me but I'm on this left sidebar here which if you don't see that you can press T you can click on this Shear command and that's going to give us a really easy way if we just grab this handle here that'll allow us to kind of tilt it a little bit now lipstick comes in a ton of different shapes here at the top so I'll leave it to you to decide exactly kind of what shape you want I just want to I think that that looks pretty good I might give it a little bit more roundness though by I'm just going to add an eventually appear to kind of control this a little bit because what I'll do now is I'm just going to scale in sort of maybe just uh this these two scale that in maybe I want more and you can just click up here to get rid of that Shear command scale that in a little bit maybe I don't want this one get that in and then maybe kind of in my side view just kind of pull that up a little bit again lots of different shapes here but I think something like that is looking pretty good if you want that to be a little sharper you could add in a little ring there um but yeah I think that for me that's going to be okay but feel free to mess with this as much or as little as you want um yeah it's really hot it's really hard to get the shape exactly right I'm just kind of manually moving some things around here but I think that looks pretty good you know what I don't love it um Let's uh let's let's do that again okay so just repeating a few of the same actions there I'm gonna do my sheer again looks like I'm going down at a different angle this time okay so got that part and then maybe let's just scale this a little bit like that okay that's looking a little bit better I think that one thing though is that the shouldn't curve so much towards the top okay I'm probably right about back where I was but this looks a little bit better to me though so play with that as much as you like but I think I'm going to leave it at that I think that that looks pretty good so to make the top portion of our lipstick tube or lipstick rectangular prism in this case I'm going to press shift d to just duplicate this bottom R and then holding Ctrl will allow me to snap at a specific angle so I'll just go till that's at 180. and then just bring that up so it's kind of sitting right on top of the cube there and then I'm going to press tab to go into edit mode and then I can press alt and Z to go into an x-ray to make sure I can see sort of through my object and I'm just going to bring this up and then on the inside here again alt and left clicking just to select that whole ring I'm going to bring this up and then press F to make that face at the top so we just have sort of a little bit of a thickness in there room for our lipstick so that's about it for the modeling go ahead and save your file if you haven't done that so that you don't lose what you got and then you don't have to but always a good idea to name your part so with this one selected I'm going to press f2 and name that top and then I'm going to press f2 and name that base and then alt Z to seep through this I'll name that lipstick and then what do we got here I'm going to call that I don't actually know what that's called but we're gonna call it sheath so this is looking solid but as you might have guessed we only have a 3D model we can't really render this right now so we need to add in um some lighting first of all and then of course some materials so let's go ahead and start that portion of this tutorial so when I'm doing materials and lighting I do usually like to start with at least a little bit of a simple lighting setup so I can see my materials so let's go ahead and get started with that but the first thing I'll do is press shift C to snap my cursor back to the middle of my scene which is going to be my floor where I will press shift a and add a plane and then in edit mode I'll just scale that up so that we have yeah a little bit of a floor and I usually like to be looking sort of this direction so I press seven to see like okay I want the camera to be facing that direction so I'm going to scale this out load this so we can have a table top if you will now I want to get my viewport working a little bit better so that I can start to have multiple windows here not just one big one that's for the modeling portion but I'm going to click in this top corner here and just drag this over and then I'll click right here and drag this down now I'm going to have this be a Shader editor where I can work with materials and then one of these other views I'll have is a rendered view now usually I like to have it be this one but we might render this more of a vertical format so I'm going to I'm going to press n and T to hide these toolbars and then you might have to scroll depending on how big your screen is but I'm going to scroll over here and enter rendered view now you by default you're rendering in UV but I like to use Cycles especially for still renderings and we might be doing some glass materials and things that look quite a bit better in Cycles so if you can work in Cycles but a lot of these are going to work the same so our default World here is just sort of this plain gray environment so if we look in the world tab it's just a gray color with a strength of one I really want to add in my own lighting though so I'm going to turn that down to zero and we can also disable the overlays in the surrender view so now we just have yeah you can't see anything so let's go ahead and add some lights so in my viewport over here I'm going to press shift a and add a light and we'll just make that an area light and I'll bring that up a little bit and then drag this out so it's just a little bit bigger and you know sometimes I just kind of move it back just a little bit so again this is going to be sort of the front of and which now it might be a good time to go ahead and actually add in a camera but before we do that let's bring up the power on this light a little bit or a lot of it um and by the way this may seem like a huge value we are not working to a real world scale here you can see that this um taller than like a person so uh it's a huge tube but again we're just going for a render here if you want to work in a real world scale you definitely can but the principles will be the same things over in the units tab you'd want to be working with but this this looks pretty good um I'll add in I'm going to press shift d to add another lamp in and then sometimes I like to put that one like a little bit to the back and then maybe another light over here and we'll have that one kind of a little bit in front of it so this is not really a three-point lining setup but there are three lights so this just gives us a pretty basic kind of overview of our enough to sort of see what's going on I'm going to add in a camera and then I'm just going to kind of move it over here and then I in my tab over here I want to have this be lined up on the axis so I'm going to hold Ctrl and just make that 0 Z at 0 will have us looking straight ahead X at 90 will have us looking straight ahead and we'll make sure that Y is zero so we're not kind of crooked there and then yeah that should be pretty good let's go ahead and press zero so I'm going to move my mouse over into this viewport area press zero and then I'll be looking through the camera so I can kind of make some adjustments here and I think that we will render this maybe maybe kind of like a vertical format like it would be for our Instagram story or something like that so let's do 1080 by 1920 for our resolution and then we can kind of move the camera in a little bit so that that's just nicely framed okay so that's looking pretty good let's get started with some of the materials here so none of these have materials on them now so I will just select kind of whatever object but I'm going to start with this one I'm going to press new that last top and as you might have guessed we might want it to be sort of a glass material also a good idea to save so I'm going to save this Rec to the second portion of this recording so with glass top I want to make it transmissive so I will turn the transmission value up to one which will give us sort of a glassy material and then for the color itself you know you can pick whatever you want maybe a if you want sort of a sort of the orangish color or something like that now with glass materials the saturation goes a long way so you might want to bring it back a little bit if you don't want it to be such a strong color but you do usually want that value to be up pretty high so that you can see through it nicely now of course it is looking very foggy right now the reason for that is that we have this roughness value up a little higher than we might like but again do what you want we're really getting some stylistic preferences here you know a roughness value of zero would make that super shiny and you know a value above that would give it just a little bit of sort of faded look or a rough look really now you don't really need to mess with it but if you are going for a super clear material this index of refraction is going to control kind of how that looks now it might be kind of warping your image in there a little bit now I think 1.45 is set up by default for either like glass or water or something but if you pull this down closer to one you're going to get more like one to one view of what's inside there you wouldn't want to make it exactly one because you know not really the light is basically just going straight through it so I think the default value looks pretty good there and I'll bring my roughness back up a little bit just wanted to make a little bit of a note on that particular thing now let's um you could either you could either hide this like that like this and just click this little eyeball up here or what I'm going to do is just um I'm going to press G and then Y and just hold Ctrl to kind of move it out of the way a little bit now I'm holding Ctrl so that when I want to move it back I can just snap it right to that same area so holding control moves things at increments so it's easier to move it back to the same place but if you get it a little bit off you can always just eyeball it back in place now for this material here I think I'll make this sort of a metallic material so I'm going to name that metal and then we'll give that a sort of a gold tone and in this case we're going to obviously want to turn this metallic up to one and same thing as before roughness you know if you want it to be super shiny bring that a little bit down if you want it to be less rough you know or more rough less shiny bring the value up but something like a 0.2 I think is going to look fine for me and then maybe we also use this metallic material on the base so that's looking nice and I want to make a note now I I'm going to try to make a note in the intro but we're just going to kind of blast through some of the materials and lighting so we can get to a basic render and then what we're going to do is sort of come back to some of these materials and some of the lighting to improve the quality of our render so we're going to leave things pretty basic for now but you know we're going to start adding some more details like logos and of course making the lipstick a little bit more advanced in another portion of the tutorial which we'll get to in just a minute so we will actually add some material to this lipstick so we're not left with the white lipstick I'm not sure what uh what character in the in the world has white lips somebody from X-Men maybe I don't know um but I'm going to select just kind of a basic color here maybe like a durky durky red orange yeah something like that looks totally fine and the default value of 0.5 looks totally fine but once again you want to be shinier you can bring that down if you want to be rougher you can bring it up maybe I'll leave it at like a point 4 or something like that and is this shaded smooth it looks like it is yes it is okay cool so that is great for a basic lipstick material um so I'll just leave it at that for now and move that back over top now let's check out through our camera view and yeah I mean really we're moving along quite nicely let's go ahead and add in maybe a material to this floor plane um you know you could do black you could do white kind of whatever Vibe you're going for maybe for now let's just make that like oh yeah let's just make it black and of course roughness once again you could bring that down if you want to see the reflection there and yeah this is just super moody render but yeah looking looking pretty solid so if you did want to maybe rotate your lipstick tube rather than having to select all these parts at once you could add in an empty and let's make sure our cursor is centered so I'm going to press shift C shift a uh empty and we'll make that just a cube you can do whatever shape you want I'm just going to kind of move that up to the middle of my object and then I'm pressing alt Z I'm going to just select sort of all our lipstick objects and then with this empty selected last make sure it has that lighter orange color and press Ctrl p and parent that to that object so now we have this object which is basically controlling our empty and if you look over here in the outlier you can see that these are now all kind of underneath that empty so we can call that lipstick control if you want and on the sake of management maybe we'll move these objects into their own collection just so we can keep things organized and I like to call that a new collection called LCA which I stand for or I have standing for lights camera action as you know we got lights we got our camera and there's not much action in here yet but it just seems to make sense to add the a at the end there so that's looking good and the purpose of doing that of course was now we can just select the empty object and everything's going to kind of move around with it so the way our lighting is set up now is working pretty good for us but if you needed to you could kind of go in and adjust maybe add some more lights you really don't want to use too many lights in your scene because you want to kind of have some nice contrast some darker areas some brighter areas but yeah that's looking pretty good you know if you wanted to you could kind of take this off and render it however you like maybe we uh maybe we do that maybe we don't do that but anyways on the topic of render settings of course here we've got our resolution and then in this little back of the camera it looks like oven but I think it's supposed to be the back of a camera we have our other rendering settings now yours by default may be set to like 40 96 for render which I think is quite a bit High especially if you're using denoising also if you have a GPU in your computer make sure that is selected if you're not seeing it you can turn it on in your system preferences will be up there which people always ask I have two 28 etis in this computer but I'm getting a new one soon with a 4090 so it's gonna be rendering blazing fast but yeah render settings just you know something like a 600 is honestly put Overkill you probably don't even need to go that High um especially if you have denoising on and then to actually render this image you'll just press render and then render image or the hotkey is F12 and that will render your image so there we have our very basic materials very basic lipstick tube and yeah I'm kind of liking the way it looks but what I want to do now for those of you who have been struggling very hard through this first section you know feel free to render that get it up on your website get up on your social media call it a day patch yourself on the back congratulations that's great but I want to use the rest of the tutorial the rest of this tutorial to go in and just add some more details mostly with the materials we're going to do a little bit more of an advanced lipstick material and then maybe some more details on this class object and add some logos and things like the bottom so if you're feeling good or you're up for a challenge or maybe you're more of an intermediate user stick around we're going to start doing those things next um if not then you know congratulations your your lipstick render looks fantastic feel free to tag me on Instagram of course like And subscribe things like that um but yeah let's go ahead and move on to the next portions tutorial where we get just a little bit more advanced okay part two people let's go ahead and start getting a little bit more into these materials making them look a little bit more realistic a little bit more exciting and we'll do just a tad bit more modeling and maybe we do that first since we were just working with the materials maybe we just add in a little detail and the detail I want to add is just a little metallic text here on the tube just so that we have you know a little bit of an elevated look here a little bit cooler branding um so I'm going to press alt r with that empty selected and I want to add in some text so I'm going to press shift a add in some text the first thing I like to do is go over here and select whatever font you want it kind of Rhymes it doesn't really matter where you pick here just go into the regular and then it should by default take you to your fonts folder I like use a font called Roboto I think I'll use Roboto bold italic and that gives us some text there now I want the text to be centered up so in this alignment section under the paragraph tab I'm just going to have that centered and then of course I'll probably type Dirk because this is you know I'm not going to explain that but type whatever you want you can just use a single letter you can use multiple letters and I'll make this gold material the metal material and bring this up a little bit and then just kind of place it on the front of our object now we obviously want to give this a little bit of thickness and you could do that right here in the font settings in the geometry you can add some extrude to it but we just start getting like the text mesh that's created just is usually pretty nasty so there's a couple tricks we'll do to sort of make this look like a kind of a small scale delicately crafted metal object if you will so what I'll first do is I'm going to right click and convert this to a mesh right now if we press tab then we're still in kind of like typing mode but if we right click and convert it to a mesh then when we tab into edit mode we will have a a mesh there so first thing I'm going to do is give it some thickness which is very similar to what we could have done right in the font but we'll solidify this you have it go out the other way so that's looking good now of course I am going to make this smaller so we'll just do that and then I want to which we should probably apply our scale that's usually a good thing especially when you're working with modifiers I want to smooth this out so a bevel modifier typically does not work well with text you can see that because it's clamping and I'll illustrate that issue again here if we uncheck the clamp overlap you can see that it just you know even at a really small size we start getting some crazy errors so bevel modifier really doesn't work well here so I will um I'll go ahead and add that solidify and then when I do what I want to do is remesh it now re-meshing it you could use the voxel remesh which works pretty good but I actually find that in this case using the just the older smooth method and make sure you uncheck remove disconnected if you have multiple letters you can just turn this up to a certain value something like a seven or maybe even a six is working okay for me there just kind of depend on what you're going and then you can do smooth shading so that's getting us a little bit closer to what we want now the next thing I'll do is maybe actually add a smooth modifier can have that repeat a couple times and turn the the value on that up a little bit now you have to be careful not to go too far because then it does that spiky thing but that looks good something like that you can see basically what we're going for here is we just want this to look like it's got some roundedness to it and then you could even remesh this again um I'm just kind of I'm kind of going back and forth trying to sort of remove some of these artifacts that are created and just introduce sort of a nice rounded shape here so again I mentioned this was this isn't necessarily complicated but it's just it's kind of like it's a little bit Overkill what we're doing here but just wanted to include it in case you're interested in adding like a little bit of a logo maybe something you're importing as a a vector object or something like that um just you know being able to smooth that out is is a good thing to be able to do so I think I'll leave it at that I think that that looks pretty good make sure you have smooth shading checked if you're using the remeshes and and yeah this just looks like a I guess these would actually be made with a some sort of a either injection molding process or or maybe it's maybe it's cut with hard edges and then they like sand blasted or something not totally positive but um but yeah that's looking good you know we still have our font kind of holding up well there but just looks a little bit rounder and a little bit more realistic for sort of the scale we would be imagining this at um now I'm probably just gonna go ahead and apply these modifiers so that you know if we end up moving this around it's not recalculating things too much but that looks pretty good I'll apply my scale there and then put that wherever you like I think I I don't know if I like it like down here or I think I do kind of like it just like in the middle right here so I'm going to use that and then I'll parent that to the glass top object so that is looking solid now just so that this seems a little bit brighter while we're working in I think I'm going to I'm going to leave my original lights in here but I want to add in an hdri so if you haven't worked with hdri's that's basically just like a world around your um scene that just gives a little bit more interesting Reflections especially with metal so in this color option here I'm going to select an environment texture and then you'll just need to navigate to wherever you have an hdri saved so this is something you'll need to download but there's many freely available especially on the polyhaven website I've got a lot downloaded here already but of course pick one you like you need to go for like a beach scene or I actually have this pool one pool 4k.hdri and or dot HDR and you're not going to see it if you still have your world strength set at zero so I'm going to pull that up to one and yeah now for the metal in particular this is just looking a little bit nicer and just while I'm working in this scene it's going to be a little easier to see things so that's in good shape first thing I think I'll do I always say first thing like so much but what are we on now like the 150th thing anyways for the glass top material I want to give this sort of a nice faded look where it kind of changes color from the top to the bottom if you want my caustics tutorial we're going to do a similar thing we did there so I'm gonna that hotkey I just pressed was with this principal Trader selected press Ctrl T and then I'll add in these nodes if that didn't work for you you might need to enable the node Wrangler add-on which comes by default with blender you don't need to buy it don't need to download it it's right there just enable it a lot of Handy hotkeys there another one which will be shift s to switch this image texture to a gradient texture and then another one shift control click to preview this texture I want to have this going from top to bottom so I'll just use the generated input here and you can see that that's kind of going from right to left but I want to have it go the other way around so I'm just going to rotate that looks like the Y is the correct orientation so now it's going from you know black the top to White at the bottom so you can see that now we have that kind of smoky look at the top and it's going to a full clear at the bottom but I do want to reintroduce some of that color so I'm going to add in a color or ramp and just drop that right there and so now this is the black and this is the white obviously but maybe I'll leave that out of black but then I'll bring this back to my color I had before which you can just select that Ctrl C copy that color Ctrl V paste it and now we have kind of our our other color back and maybe up here we want sort of the same color but we'll just make it more saturated and maybe like a maybe darker kind of this Smoky beautiful lipstick look anyways I think it acts solid okay next thing we might want to do is what should we do should be the lipstick next or should we do the logos on the base next I think we'll do the logos on the base next ah let's just do a lipstick yeah let's do the lowers okay it's like I'm listening for someone to tell me something but I'm sitting all by myself in my office right now and nobody's uh I can't hear anybody so um I want to add some logos to this base so press Ctrl t on this metal material and you know if I do that I'm actually going to name this I don't want it to be applied up here so I'm going to select just this one do new and then do metal logos so that this has the metal logos and this has the metal so Ctrl T to add in some of those texture nodes again with the node Wrangler add-on and then I'm going to open up a black and white logo file which I have somewhere around here in my Dirk filter I use this often in tutorials my I call it a sticker sheet so it's just a it's just a black and white image because a lot of these values in the principle Shader work from zero to one so black is zero white is one and this just allows me to really easily control things happening with material so you might already have a logo if you do you know or just anything especially if it's black and white it's easy to work with but I'm going to double click that bring in my sticker sheet and by default this has UV projection which we are going to want to use UV projection but it's you can see it's stretched this is just kind of Legacy UVS if you will from when we started off with that Cube so this does have UVS but they're not really what we want so I think what I'll do is let's actually open up another little window here and let's make this one a UV editor and then this object I'm going to press first of all I'm going to save my file because sometimes this gets a little bit choppy when you change this to texture it didn't crash okay sometimes it crashes when I change the texture right there that just might be the version I'm working with which I never mentioned it but I'm in 3.4.1 so if you're working on this tutorial sometime in the future things might look a little bit different but now I can see my texture on there so I'm going to tab into this object and then I'm just going to press a to select everything and then U smart UV project and then I'm just going to move this all into a white area on my texture so something like that and then I want to let's see here so this is the front maybe right here gets a little bit of a dirk thing so these when you do smart UV project it should give you the right scale um they're sorry the right aspect ratio so you can see we don't have anything stretch anymore so I'm just going to put that maybe right there dirt logo on the front maybe on this side I'll just grab those maybe we'll do a dirk.com on the side something like that looking mighty nice and I think that's good enough I don't I don't well I guess you might as well do it over here too right so I'm just getting the textures in the place I want right now but actually have that start working with the material so right now we just have this plugged into the color input but I actually don't really want it to affect the color I just want it to look still like metal so I'm going to disconnect that and then I want to have this instead affecting we'll start off by making it give it a little bit of an emboss so I'm going to take this take this color plug it into the normal and then for that to work properly I'm going to shift a add in a vector bump and then pop that right there and then instead of going to the normal height it's going to the height so now you can see we have this really nice sort of embossed look now depending on the resolution of your image you might get some artifacts there mine's just kind of a crappy jpeg image so I'm going to turn down that strength a little bit I'm also usually I think want this distance value to be pretty small and then you can still use the strength there to control it now if you are getting those artifacts then then yeah using the the strength will kind of help remove some of those you can see it looks a little bit better now it also depends on how far you're going to be zoomed out so you might want to bump the strength up if you're going to be super far out but if you're up close you should be a little bit more delicate with it and you could of course use some like blurring on your image to give that a little bit more roundedness whatever you like but I think that that's looking pretty good um this invert option on the bump node will allow you to make a bump out or bump in I think I'll have it stay in now the other thing I want to use this texture to affect is the roughness so let's say we want part of our you know we want where the logos to be shiny we want the recipe more of a matte finish so we had 0.2 here if we just plug this into the roughness you can see now again I mentioned zero black is a or black is a value of zero so that's zero roughness so you can see now that's extremely shiny and one which we have white in our texture is going to be very rough remember a roughness value of one super rough so we don't want this to be perfectly shiny we don't want this to be perfectly rough so I'm going to use a node converter called a map range drop that right there and then so we we're basically taking values from zero to one and converting them to values from zero to one so nothing's happening here but we want to yeah we want to convert those we want to map the range of those values so the minimum value zero is the really shiny part we don't want that to be totally shiny so maybe we make that like a 0.1 and then obviously we don't want this to be super rough so let's bring this max value down to like a point two so it's just a very slight difference where we kind of have the logo popping out a little bit now if we look in our rendered view that's looking halfway decent maybe we need to spin this whole thing around a little bit more um yeah that looks pretty good I will move this back over you can if you're kind of going back and forth a lot and you're not actually doing animation which I do want to do an animation part of this tutorial but you can just like insert a keyframe like let's insert a keyframe on frame 20 and then on frame 21 let's insert keyframe now I can just toggle between these keyframes to kind of move that on and off which is a little bit convenient so not really animation tutorial quite yet but but yeah so the lipstick it looks fine now I'm telling you it looks fine especially if you're going to be zoomed out it's totally cool but I want to add in I'm going to add in a little bit of glitter to it and then I will also add a little bit of bump to it now lipstick obviously there are like thousands of options and variations but um but yeah I'm gonna make a glittery one with a little bit of roughness to it so the glitter portion I'm going to press Ctrl T to add in my nodes there again shift s I'm going to switch this one to a voran away texture and then if we shift control left click on that it's not working because we want to plug this into the object so yeah we kind of have this chunky glitter yeah looks like glitter to me um so you probably want to scale that up quite a bit now we don't want all these crazy colors we want the glitter portion to be like a white color so that it's shiny and then we want the rest of lipstick obviously be red so let's disconnect this um let's control C to copy our red color since I like that and then plug this back into the base color and then add in a converter color ramp and then let's add back in our maybe we add on this end I don't think it really matters and then let's just bring this up until we have mostly red so we have just a little bit of glitter in there maybe that's too much something like that I think it'll look good again we're in super duper personal preference mode um but let's bring this up pretty high and this is this would really only be visible if you're getting in pretty close with your render but let's say we want it about like that now we also need to affect the metallicness so we're going to say that the lipstick itself is not metal and the glitter is metallic so we basically want to use this same setup here so let's plug this in but now this of course is not going from zero to one it's going from red to one which doesn't really make sense so maybe we just make this black again and then we can have this so this is sort of our main glitter control and then we need to affect the color so the black and white looks great works great for the metallic I think um let's add in a instead of adding the colors right onto here we're going to having the colorant basically control what's glitter what's not so let's add in a color mix color and put that into the base color there and then so one of these so zero was our red so if we plug this into the factor the first color the way this works is that um you know zero black on the factor is the first color white one is the second so we want that to be the red and then we'll have this be just sort of a bright white okay so now kind of are back to where we were with the color right in the color ramp but now we can use this to affect the metallic value as well so we should have now white is the glitter so that's a value of one black is zero okay so that should be working properly now let's add in some roughness variation so we can use our map range again here let's put that into the roughness and now it's it's flip-flopped so we can add in a converter map range you could also add an invert but again I don't want zero to one so I'm just going to use the map range so 0 to 1. first let's flip it so one two zero so now the glitter should be zero and the lipstick should be one um so what value do we have before we had a point four so this should be a point four which is our main lipstick and then we can leave the glitter as pretty shiny so yeah now we have these little you know and if we bring the scale back on this you can see a little bit easier that now we should have yeah basically metallic flake in our lipstick but we do want this to be pretty tiny um and now we just have this one really easy control to affect how much glitter is in the lipstick so go as crazy as you want if you want to be a really glittery lipstick I think that looks kind of cool but but yeah just uh just pick and choose do what you want you know maybe you bring this in a little bit so that we don't have fading with the glitter anyways I'll let you uh I'll let you tweak around there I think we'll leave this portion and that for now now just for a little bit of bumpiness on the lipstick I'm going to add in um another texture here so for that texture let's add in a texture noise texture and let's plug that into the normal and then let's add in a vector bump like we did before plug that into the Heights and we can just pull our object input from way downtown over to there and now it should be mapping properly so that's giving us a little bit of bumpiness obviously but way too much so let's again move that down to uh maybe just a 0.1 and then the scale is going to need to go way up and the default values work pretty good here the only one you might want to change maybe is the Distortion so if I pull this Distortion up a little bit it'll kind of make it sort of swirly you know maybe like the lipstick when it was getting made it's kind of like starts as a waxy before it hardens and it's got a little swirl to it um now this might end up making it look a little bit rough so you'll probably want to pull this strength down pretty low so that that's a a relatively subtle effect but yeah I think that looks pretty cool um you know maybe we make the whole thing a little bit shinier so what was our shiny value it was this one 3.2 looking real wet and dewy for our pool environment there okay so uh I'd say that looks pretty decent for the lipstick let's go ahead and cover it back up so we can't see all the hard work we just did and go into our camera view now let's just let's go it's gonna find a nice angle here and maybe we just like maybe we duplicate this collection so let's do a duplicate linked so that it has the same settings and maybe we like move this over maybe this one's straight ahead and then maybe this one we put the lipstick on the ground or something like that and we can just kind of oh wait so now we have keyframes here let's just clear the keyframes for this one these are kind of going to be separate and maybe we just dropped out like that or something so now we have sort of our whole family shot that might be something you'd want to do for your own website or social media maybe pull that out and you know maybe while we're on topic social media maybe we go back to square format here for the family shot pull that in and for the floor maybe let's brighten it up a tad we never named this material let's name it floor here we go for like a little bit more of a white or gray that looks nice and then behind it let's just do you could do just another plane or um I'll just do a the other plane I'll do a plane and then I'm gonna do RX 90 and then bring that back bring it up and then oops don't accidentally go into edit on everything that'll completely screw up your computer it doesn't but it's very intense so I'm just adding a little bit of backdrop here now if you really like the hdri you may have selected you could just do a one thing that I do that's sometimes fun is just make this like a I'm going to call it glass back or glass epic and just make that like a transparent material a little bit of roughness now we kind of have this nice blurry vignette I might need a bump our lamp up there a little bit now typically when you're working with glass materials you want this to have a little bit of thickness so I'm just going to add in a solidify and yeah now we have kind of a nice render with a little bit of our hdri and view looking a little bit fancier with the camera you know if you want less Distortion you can bring this focal length up a little bit I'm a simple man so I usually work in increments of 50. so there we've got a little bit less Distortion but pretty nice I think and but yeah change all these settings colors do whatever you want I think I covered everything I wanted to in terms of the more advanced portion but yeah pick a cool hdri or just drop it in kind of whatever environment you want I won't I'll leave that up to you won't cover that too much in this particular video but maybe in the next video would use some type of Animation or something like that oh another setting here which I personally like to do is in the color management turn the look to very high contrast and then boom you got some heavy hitting contrast that looks nice well that's kind of cool you start getting a little reflection there so go ahead and save your file if you haven't but I think that's going to pretty much wrap up this video hopefully you all enjoyed it if you did thumbs up like subscribe follow me on Instagram share your results with me I'm excited to see lipsticks from now until the future until people stop watching this video which you know sometimes these videos I get you know you're sharing stuff from years ago which I'd love to see phone tutorial obviously still kicking check out my other videos if you haven't but thanks for watching like And subscribe yeah share your results with me I really love seeing what you come up with and yeah hopefully hopefully you enjoyed I'll shut the heck up and uh see you next time thanks for watching
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Channel: Derek Elliott
Views: 68,700
Rating: undefined out of 5
Keywords: blender tutorial, blender, blender 3d, 3d tutorial, derek elliott, derrk, blender animation, b3d, blender materials, blender principled, 3d animation, product visualization, blender for design, industrial design, blender modeling, best blender tutorials, blenderguru, polyfjord, blender lighting, full tutorial, blender course, blender product, rendering, 3d rendering, nft, 3d nft, getting started, product design, keyshot, rhino, professional, lipstick, cosmetics, lipgloss, makeup
Id: G45HyYDBgdc
Channel Id: undefined
Length: 50min 26sec (3026 seconds)
Published: Mon Feb 27 2023
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