Product Rendering in Blender: Wine Bottle Modeling, Texturing, Lighting (1/2)

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hello everyone and welcome i'm derek elliott from dirk.com and today we are going to be making this [Music] so yeah kind of cool sort of luxurious wine animation here and if you didn't catch it the whole thing is of course a blender pun made possible by none other than kieran black an actual wine label designer living in denmark but he's from australia where many good blender things we know come from so i'll tell you more about kieran and label in a minute but just want to quickly make note of a few things and kind of walk you through what we're going to be doing first note is that this youtube video is actually only covering the first half of the project will kind of get up to the point of creating a nice still render of the wine bottle i know you're probably thinking you know wow two hours crazy long but believe me when i tell you uh that'll only get us halfway there and the whole thing is over double that so next part is going to be coming in a separate youtube video but because it did end up being so long and because i love you so much i have released the entire course on my website at courses.dirk.com for you to follow in a more appropriate format kind of allows you to better track your progress hide some of those pesky ads and focus on getting top-notch blender knowledge in your head as fast and as efficiently as possible so that's uh that's totally available right now if you want to go ahead and dive into that just need a little more time to wrap up the second half of the youtube editing so that video will come out but the whole thing is available now on my website courses.dirk.com and it's all for a a very pretty reasonable price i would say uh price you find very familiar with my content that price is free of course basically the same as a youtube video so the choice is yours but i just wanted to you know give this a shot and i'd be lying if i said there weren't a few extra small bonus sections in there but for the content itself we're going to cover everything from the you know getting a reference image in there to doing some modeling adding the label some textures some more advanced textures with you know spot gloss things like that and then of course we'll kind of finish with some lighting and the animation and then in the course format actually walk you through even like my after effects file so it's all in there very thorough as you can expect from most of my content you know with this one we dive i would say even deeper than we normally do try to take the time to explain everything that i'm doing in enough detail that you know we move along at a good pace but you aren't left feeling um like something wasn't fully explained so that all being said not for total beginners if you are looking for a challenge or maybe you played with blender just a little bit feel free to give it a shot but i don't cover some really basic stuff like navigating the viewport or like downloading blender some people cover that in a tutorial probably not going to see that for me anytime soon um yeah i expect you to kind of already be familiar with some things like that but i hope you enjoy it as much as i enjoy putting it all together let me know here or in in the comments on my site or on youtube wherever you're watching what you think about it and yeah looking forward to jumping in so let's uh let's talk a little bit about that wine label [Music] so let me tell you all a little story about this here wine label i have found with a lot of my projects in the past when i worked with someone who is a professional in their respective field i end up with a lot better results andrew olson created the sound for my cell phone tutorial anastasia create the cosmetics brand for that tutorial and those projects definitely looked way better than other similar ones that i did all by myself so the story is no different here kieran black reached out to me asking if i had considered doing a wine bottle tutorial before and i actually had so when he mentioned being interested in designing the label himself i was certainly all about that but yeah kieran is a graphic designer from australia south australia and uh currently lives in denmark though where he works as a graphic designer just designing all sorts of lovely things from wine labels of course to full brands for a variety of different businesses so definitely check out his website but uh yeah i kind of jumped on board with the whole process for kieran and we started sort of like creating a mood board finding some initial ideas thinking about what sort of style we wanted to go for karen does some really nice hand-drawn work that we played with but we ultimately ended up going for something a little bit more minimal and modern i think it was actually kieran's idea to make the default cube essential theme to the bottle which i welcomed with open arms thinking you know we probably should honor that poor little fella it gets deleted all the time so kieran honestly had a ton of really cool designs but we ended up going with this sort of gloomy cube fading away into nothingness the grain has a really nice vintage look to it but it also hints at uh like viewport noise in cycles which i mean come on this is pretty cool so kieran also took a look at the the dirk brand of course taking some inspiration from my box project and ended up incorporating the nice dirk color as a little pop on the label which also created a really nice area to do some unique spot gloss effects then finally i wrote a little tidbit to go on the back which i will read for you now time after time our beloved default cube faces uncertainty in the eyes of a new file blend holder the x or the tab to be birthed out of six simple faces or to face the ultimate demise deletion though it may be sad it is expected and with this all too common scenario coursing through our minds we drink for this wine it is the joy the inspiration and the admiration we have for our beloved default cube in the highest honor of all things blender and all things blended we've create we've created i do have a typo there we created this fine blend delete or not delete the choice is yours but in this moment of merriment the choice is not so sad enjoy its rich flavors its stories of creation and of death hold your friends close and your cubes closer developed designed and dabbled in the adelaide south australia with a twist of austin texas sorry kieran i added the austin texas park because that's where i live but australia is cool too i mean andrew price is from there so yeah the point of all this is you know don't try to do everything by yourself work with your friends make new friends collaborate learn about how others work and yeah you'll you'll be better for it so feel free to use this label if you want to just follow along uh you're welcome to do that but of course i'm sure many of you will choose to design your own labels and i can't wait to see what they look like okay so to get started with the modeling process here first thing we're going to want to do is bring in a reference image but before we actually do that i'm just going to do a small amount of housekeeping this is something i don't actually normally do if i'm being honest but i want to model this wine bottle to scale so what i'm going to do first is over here in my scene properties tab i'm going to change the units i'm going to leave it at metric so if you're working with inches and feet you might want to change that to imperial but for the purposes of this we're really not going to be messing with the units much but i'm going to leave that in metric and then for the unit scale we can leave that there and the length i'll go ahead and change down to um i think centimeters will be fine and this is just so that if you were to take this model out of the scene and put it in another one you would know it be it would be properly scaled whereas if you didn't do this you know it might come in big and you'd have to you know tweak some modifiers or something but again in all honesty i usually skip this step but we're going to try to model the scale here so i'm taking my default cube here and then the way i like to get something to scale is to just type in the dimensions right here which is going to change this scale you scale value but i know um from a small amount of research that a wine bottle is about 295 millimeters tall so i can go ahead and type that in and what that's going to do is scale that cube to be 29.5 centimeters which is 295 millimeters and again you know you don't have to be exact with this but uh something around there so now what i can do is uh so that it changes the scale to match that dimension which is fine but i'm really only interested in the height so when you're working with reference images you really just need to have one dimension right and you can scale everything around that so i'm going to press s and shift z and i tab into edit mode by the way and just scale that down to about wine bottle shape so you can see if we were modeling with our regular cube the wine bottle will be really big and in previous tutorials people have mentioned that my objects are way out of scale but i'm not too worried about the height and width just kind of guess on that or sorry the you know depth and width i guess but the height is right now um the only thing i want to change though is that the grid is now way too big so up here i think right here yeah i can change the grid scale i'm just going to change that down to a 0.1 and that'll just make it so if we're moving things and snapping them they'll they'll snap to better increments rather than jumping super far so there is just a little bit of housekeeping let's go ahead now and bring in our reference image and i'm actually just so they don't get too confused i'm going to delete that camera and that lamp so just left clicking on those to select them and then x to delete them by the way you can see i have my screencast keys turned on down here in the bottom left if you miss anything of course let me know if there's something else that i missed and we'll try to make sure yeah you got all your hotkeys down hotkeys are a big part of blender so with that reference in there i'm going to do shift a and then i'm going to insert an image and then i will do a reference image and you may not have that images as planes option i think that's with an add-on and we will end up using that later so i'll be sure to show you how to turn that on i'm just going to go to my textures and then i have these two references i made i made them for you when you look online you know a lot of times it's a photo and they're not perfectly flat on the bottom so i made these references just as a a little help to you if you're watching the course on teachable which i hope you are this is something new i'm trying out those files will be available for download right there otherwise i think the best thing to do is going to be to just screenshot them i'll put them up on the screen or of course you can find your own image of hawaiian bottle online there's plenty to choose from and you will drive yourself crazy realizing how many slight differences there are between all the shapes and things like that but you know use your own create whatever you want but these are just two references i put together to maybe make the process a little bit easier so i just double clicked on the image in the in the browser and then it will bring it in but it brings it in at this odd angle which is the angle that you were kind of looking when you brought in so the quickest way to get it to the right size is going to be to press alt r which will reset the rotation um so you can see now that's zeroed out and then i'm just going to press r x and type in 90 to flip that up on its side and then i'm going to press g in z just so that it's sitting on the on the surface there i just kind of want it to be sitting on the edge so if i go into wireframe no that's not helping me much so i want i can't actually see my axis line there because this is it's not see-through so in the image object data properties down here in this tab on the right side i can turn on transparency i'm going to turn that pretty far down down to like uh something like that will look fine um so if i press one to go on my front view i can see i've got it pretty close just going to move it up a little bit and then i want to scale it down to my object so for one let's move this object up so that it's sitting right on the plane so we know that this is our 295 millimeter tall box essentially so now we need to scale this image down but if we were to press s by default it would scale into the center like that but what i'd rather have it do is just scale from that point right there in the middle which is actually where my 3d cursor is so i can press period across the bottom of my keyboard and change the pivot point to my 3d cursor so now when i scale it down it will scale about that 3d cursor so we're just going to bring this down until the tip is right at the top and again if you want to see through you can press alt z which will go into your x-ray mode that toggle is also up here um so just get that about right and you can see i was pretty close with the with the width of it but again that's not too important so now that we have our reference image scaled properly the next thing i'll do is probably just go ahead and delete that cube so i know that's in the right place and for the empty i will now i need to turn on i wish some of these were on by default but restriction toggles this little filter right here this one will allow you to make an object unselectable so if i click that now i can't i can't select it so i won't accidentally select it when i'm you know working on the rest of this wine bottle so now that my reference image is in place i'm going to go ahead and get started with the modeling portion of this bottle so i'm going to press shift a and add a mesh and for that mesh i will make it a circle which is going to add a circle right there and when you do that this little window will pop up down here i think if you accidentally like click out of that window and you lose it you can press f9 maybe yes f9 and that's going to bring the options back up which will allow you to uh adjust things so if you took specific note of how the diameter of wine bottle you could type that in here but i'm just going to scale it based on my reference image so i'm going to press 1 to go into my front view and i'm just going to press i want to make sure i'm in edit mode here so i want the scale to stay one so any you know big changes i'm making i want to happen in edit mode so tapping into edit mode you can see we're in our vertex select mode i'm just going to bring that in and then again in the front view just kind of start shaping this out so pressing s to scale and then press e and z and just bring this up somewhere around there and there's obviously many ways you could do this like with anything in blender i want to scale it in but it's scaling on my pivot point that's the 3d curse there so i'm going to press period and change that back to the default which is median point so now when i scale that in i'll scale from the center where i want it to so like i was saying there are a number of ways that you could go about this in more traditional cad softwares which is kind of the background i came from you would probably um you'd probably do like a revolve or something like that and you can do revolves like that in blender but for this particular model i think this is the easiest way to do it so i'm just pressing e and z just to extrude it and have it go upwards and then just pressing s to scale in a little bit and i'm just kind of going along the shape of this bottle to uh to shape it out and that's why the reference image is very helpful i tried this a few times without a reference image just kind of like what i thought a wine bottle looked like and i gotta tell you it just does not turn out as good when you're doing it from your head i'm so pressing e and then when i right click it'll just snap it to where it is which means we have doubles right there but now i can press s to scale that in and i'm kind of just watching this this vertex right there i know that's the edge it's kind of hard to see but then when i go up and then i'll stop right about there so again i don't want to be a a snob when it comes to wine bottle shapes there are a lot and it took me a long time to just decide like what the heck to go with but um use your own references feel free to change up the shape a little bit but yeah in general we just want kind of an even distribution of geometry up and down there and that will look pretty good so i'm pressing alt and z to enter an x in my x ray wrote x-ray mode so let's go ahead and do the bottom portion of the bottle here so i'm going to press tab to go back into edit mode and now that i've done a little inspecting and this part's going to be a little bit different so i'm going to press let's do e and then s to bring that in so let me do that again for you just so you know so i'm pressing e and then a lot of times i just move my mouse to like see that the command has been successful and then when you right click that will snap it back to where it was you can see we still have vertexes there vertices gosh i always get that wrong i don't even care anymore and um and so so i'm right clicking to make sure that it's back in place and then i press s to scale it in and then i'm just going to do that and now alt c to go back into my x-ray x-ray mode i'm just going to press e and z this is another small advantage to using the dirk custom wine reference images is that i actually did a little model of the punt i believe this is called this is another thing there's i was going to try to include as part of the tutorial like a you know some history lessons about the punt but um yeah there's all sorts of reasons and things why people think the punt is there and some of them i think actually are legitimate and i'm sure somebody will tell me in the comments what the punt is for um but i'll just i'll leave it to your own imagination right now um so this is all looking fine of course we don't want these edges and we don't want this jaggedness and honestly we want this whole thing to be a lot smoother so we're going to we're going to want to smooth it out so i can right click and shade it smooth which is fine that works okay maybe if this was for like a video game or something but honestly we want quite a bit more geometry and that's going to be done with a subdivision surface modifier so when i add that it's going to smooth things out quite a bit more and if we go into our wireframe view here and we could uncheck optimal display to actually see what's happening with the subdivision surface modifier that is that is basically taking the average between all these points that i made and smoothing them out quite a bit now usually you do want to leave that optimal display on though when you get into really high poly meshes a very dense geometry it could slow down your viewport a little bit depending on what type of computer you're working on but yeah so typically you know you'd want to leave the viewport levels a little bit lower than the render levels just so everything's a little bit snappier and keep optimal supply on this object is relatively simple though so i want to keep my viewport and render levels the same and i'll leave optimal display on so with what i've got there it's doing a fine job of smoothing this out you know maybe you'd want to make some small adjustments here to to keep it in line with your reference image but we're getting a few problems so we'll first tackle this up here you can see it is it's smoothing that out which is you know i kind of want it to smooth like that around here and here but not up here at the top so what i need to do sometimes i would do this with a bevel modifier but essentially we want to add edge loops so that the geometry will be a little bit tighter you know up on those edges so i'm going to press ctrl r to add an edge loop and then i can just slide that up and if you really want it to be sharp you could add like another edge loop right there but i'm not going to do that i'm just going to skip that but to tighten this up i'll add an edge up here bring it down and add an edge loop here bring it up and then we'll do the same thing here and that's looking just fine for me i still want a little bit of a roundedness just the the way a glass bottle is made you know there's you're not going to have super sharp edges so i think that that looks pretty good like that now the bottom is going to be the next part i tackle so if i tap into edit mode here you can see we've got a straight line all the way down from the way we modeled it you know we're using our z-axis to go straight up but once this has been subdivided it's a little bit bulbous if you will and when we apply our label that could be a little bit of a problem i'll show you how you can kind of tilt the label a little bit but we want to keep this as straight as possible so one way to do that would be to add an edge loop here and just bring it up which you can see is going to keep it pretty straight you also want one at the bottom but the problem with that is if you slide this edge loop up a little bit too much you'll um you'll start to get what looks a little bit like a like an edge there you can you can kind of barely see it maybe if we turn on our cavity and our turn those up no i can't really see it too well but um you know there's a little bit of a seam there that i don't like so it's fine to leave it like that but let's just bring that down a tad and then similar similarly at the bottom you just don't want any geometry too close to each other so this is mostly straight as we can see and by bringing this down we were able to kind of create that roundedness there and here you can see a production of the subdivision surface modifier so that's still a little bit jagged so you could even crank that up a little bit more if you wanted or of course adding more edge loops will give it more to work with so i think that bottom shape looks pretty good you know maybe what i want to do is just scale this in a tad just kind of match the reference a little bit closer but these references that i created are by no means any like scientifically accurate wine bottle or anything so so don't worry about matching the reference too closely but i did create those just for you as you can see we've got the nice uh the dirk branding on there dirk kb which we'll talk about now well i think unteachable i was going to do a section where i talked about the label first but here i am recording the first part i have no idea what i'm actually going to do so like and subscribe if you're watching on youtube and if you're on teachable then let me know how it's going i really want to start kind of making my tutorials more as like full courses i think that that'll be more fun serve you better be a little high higher quality better experience um so anyways with that note out of the way we need to add some thickness to this thing it's not looking uh not looking so hot there at the top i'm gonna cut some lips up there i don't want that so i'm gonna add a solidify modifier we're just gonna turn it into a little chunky boa that actually looks kind of cool it's like a milk carton or something but it's going uh it's going out the wrong way so i can maybe go the other way with the offset option here bring that the other way and then i can bring this thickness down now if you just click and drag it's going to be a little bit too much so you usually want to i'm pretty much any field in blender if you hold shift while you're dragging it will allow for a much finer tuned drag so i'm just going to bring that to something like that now we're actually not really going to see the top because we're going to be modeling some foil on there but for the purposes of the glass shader and things it is probably a good idea to have this thickness here so with that done everything is fine and dandy until we go into our wire frame mode or our x-ray view we can see that we've got this it's kind of like you know so this tight bend when it gets pushed out with that thickness it's kind of creating this really bad geometry which we don't want so the way we're going to fix that we can't really fix it very well just in the modifier here so we're going to start applying some of these modifiers to fix some of those issues so what i'll do first is press shift d and then x and i'm just gonna hold ctrl and that's i'm just i like to bring it out um but with a snapped increment so that if i need to bring it back into place i know i can get it right back where it was you can of course do that with other snapping tools but that's just how i like to do it and i'm gonna move this bottle to a new collection which i will call the trash collection which as i like to say if you needed to get back in there and uh step back a few steps you wouldn't call the trash collection you'd call it the patch yourself on the back for creating a duplicate collection but that doesn't doesn't fit up here so i'm going to press this little exclude from view layer button which is going to hide that and that's great so now i have the reason i want to do that is because now i'm going to apply the solidify modifier so to do that i'm going to press ctrl a right here and that will apply it and i think there's a way you can do it yeah apply right there when blender 2.9 came out i think they changed something about the way you apply modifiers and it was a little confusing at first but there's a little drop down right there you can apply the modifiers so that's looking dandy just fine it got a little bit round up there we'll fix that after the fact well we could i guess fix it now we would want to just do what we did before and maybe add in a little bit of an edge loop there to sharpen that up but we really want to do what we really want to do is fix this that whole middle area and the way i'm going to do that so i know that from this ring down to somewhere around there should be straight but now we've got all this other crap going on so what i'm going to do is i'm going to press alt and left click to select that ring right below and i'm going to press x and delete those vertices and then i'm going to do the same thing right here x delete those vertices and then now what i can do so basically i've i've kind of cut that section off so now it should be its own floating piece of geometry which i can hover over and press l and it will select linked it will select that mesh island if you will and now i can press x to delete it and then i just need to connect these back up so the slow way to do this would be to just do it one at a time around the outside that's very tedious that's probably what i used to do i in fact remember doing that many times and it is a waste of time because what we can do is select that ring and then select that ring and then in your loop tools menu which hold your horses you're probably not going to have that it is still an add-on in blender so you need to go to your add-ons and then go to loop tools and just check that box it's not you don't have to buy it or download it it's automatically installed in blender it's kind of cool blender comes with like so many add-ons already but you just have to turn them on and i guess that's so that the software's not too heavy but yeah loop tools it's a good one i definitely don't use it to its fullest feature set but for something like what we're about to do it works well so i'm going to go loop tools and that's just right clicking loop tools and then click bridge and that will work wonders to bridge that gap and sometimes it might be kind of twisted or something there's this little option down here you can control whether or not that's twisting or how much it's twisting so i don't want it twisted i want it just like that and that's great so now though this is getting rounded over way too much so i'm just going to add in an extra edge loop right there and then i think i could probably delete that one if i wanted to just for the sake of keeping things nice and tidy yeah i think that looks good so we pretty much have our wine bottle here i'm pressing r twice just to do kind of a free rotation uh kind of inspect it see how it looks and i think it looks pretty good so what i will do now is just go ahead and take my background image because i'm all set with that and i'm just going to move it into my trash collection so that of course if i need it back it's there but it's out of sight now and i just have my wine bottle here ready to do a little bit more work with so back on the topic of add-ons we're going to use another one but this one is also very simple by the way you may have just seen me press shift c to snap my cursor to the center of the scene i always like it to be there unless i need it somewhere else i guess yeah it's it's nice to have it right there in the middle just makes my you know my perfectionist heart even warmer so with my cursor warmly in the center there shift c again to do that um i'm going to add in my label so once again feel free to use your own label your own aspect ratio do whatever you want design your own label i encourage you to do that but if you just want to follow along with the tutorial the label file will be available on the teachable course and then i will also put it up full screen here for you guys to use if you would like to do it that way screenshot it or something so what i'm going to do is press shift a and then just like we added the reference image earlier we want to use images as planes now similarly that is i believe still an add-on so you need to search for it in the add-ons field and then search for planes import export images as planes so what that will do is basically it will take an image file and just bring it in automatically apply texture make it the right aspect ratio and yeah do all sorts of good stuff so press shift a image images as planes and then i'm going to navigate to where i have that texture which for me is going to be a label underscore call which is going to stand for color so we won't see that it's been applied here but if we were to go to our rendered view or to our preview view or to our solid view with textures enabled you would see that the texture has been correctly applied it's the right aspect ratio and everything but it is a little bit large so again keeping this scale set to one which is what you typically want for objects i can double check here that one is one as well we want to scale this down though but i'm going to do that in edit mode so tab s to scale it down and i'm just going to guesstimate sort right now and then tab out and see that this scale is still one and it's a little bit closer to what it needs to be so that is just fine so now i played with several ways to wrap the label around the bottle but the simplest method i found was going to be to actually add in a curve object so i'm going to press shift a add curve and make that curve a circle bezier circle or nerve circle i don't think it really matters but yeah with that in there what i'm going to do next is i basically want to use that circle to wrap this label now the problem is if we add in the curve modifier which is you can go ahead and do that the curve object since we only have one curve in the scene it'll just be the only one in that list there but you of course could rename this probably a good idea to actually name some of these objects right now so i'm going to press f2 and name that let's what do we name that like a wrapper curve or something yo my name is curve i'm the hottest rapper that was so bad okay so anyways once you've named it whatever you name it rapper g young slim curve whatever you want to name it um it's not working it's just not working so you need to press tab to go into edit mode on the curve the reason is it's trying to curve like these four points around the entire bottle which as you can imagine just doesn't work so you need edge loops same thing we did before ctrl r you'll see that little yellow line up here and then what you can do is scroll up so i'm just going to scroll way up way way way up keep scrolling get plenty of them in there nice and curvy boom that's good and then just left click it allows you to slide it but with this menu there's not much slide to do and then right click and that will complete the command so now we have an absurd amount of division right there now if your bottle is going to be like bulbous or like some other weird shape you might need to add some edge loops that direction too but we're not going to do that so now that's looking good now the only thing is it's not curving the right way so i'm going to go into the curve modifier and change the deform axis curves are a very confusing thing they just don't do what you want them to do so you just need to kind of click on all the options that's a lot if you know what you're doing it probably works perfect every time but i don't know what i'm doing so i just like to try a few so that's fine it's okay you know but it's obviously it's too big it's flipped around the wrong way so i'm gonna you know but it is curving mostly how i want though so i'm gonna go into the curve object tab press a to select everything and then r and x and then let's spin that around i don't think that did what i wanted actually that did something i wanted because you can see this is backwards now it looks like russian or something spin that around and now it's correct so i'm holding control and then up there in the top left i can see it's rotating 180 degrees so that's good i think you could also control this with the tilt i should have just done it with the tilt anyways now i can rotate this on the y-axis and then the x-axis oh gosh this isn't really working out for me is it let me do the tilt okay so that worked and then maybe like s x y okay that worked s y negative one so yeah you'll need to move your curve around just you know you want to keep it a circle so if you're going to scale it on axis you know hold ctrl make sure you do just exactly negative one you can change this tilt here to flip it around just get it in the right orientation i think that could have also moved the label object but um really i want to just i want to do the changes ideally within the curve now one thing i will note is i made a point of you know pressing shift c to make sure my cursor was in the middle when i added that image it got it added right at the cursor and then similarly when i added the circle it got added right at the cursor and you want that to be the case you want the origins to be on top of each other you can see if they aren't weird things will start to happen so now i want to be sure i'm moving these objects together when i position them so i'm pressing g and z and bringing that up and you know what if you just move the curve in edit mode okay that appears to work so it will move it to where it is i gotta say curves in blender have always been not a strong suit for me they can be very frustrating i'm sure they will be frustrating for you as well just take a walk you know chill out a little bit if the curves are getting to you um yeah they're kind of annoying sometimes so press tab go into edit mode i'm just going to scale this in until it wraps the bottle just the right size you can see this is where having that straight is ideal and i'm just going to get it until i've got kind of a weird glitchiness because that tells me that it's overlapping properly so now what i'm going to do i can see that is much too tall so i'm going to press click on that and then tab to go into edit mode and then a to select everything and then scale it down a little bit and then tab out check it but if you don't want to tab in tab out you can just tab in and then there's a little button here for display modifier in edit mode so you can click that and then you can just watch it as you do it so i'm just going to get that to right about there and then let's move them both up together again gz and i think that's pretty good depending on of course how much you want it to wrap this comes a little bit down to preference kieran was uh was telling me where it should sit i should probably check my reference there um i might as well check my reference there right let's see if we can find power and the most recent render would have been this one looks like we're uh yeah something like that be a little bit up a little bit small a little bit of a gap i just want to get it right because i tend to like to use the exact file from every part of the tutorial in the subsequent parts so there's no smoke and mirrors nothing changes so i'm just going to get that into about the right position and of course we can adjust it more later if we want to so that's on there that's good now what i need to do is add a little bit of thickness to it as paper does have a little bit of thickness and we're going to do that with a solidify modifier so you can see from the outline there it went to the inside so let's do the same thing we did earlier there flip that to the outside and then just bring the thickness down and even holding shift i can't quite get what i want so i might just type in a value let's do 0.05 centimeters which would be like a half a millimeter or something who knows i live in america there that looks pretty good uh now the other thing you'll notice is that these sections are a little bit larger than these sections we created which why is that well it's because the curve object actually has a resolution of its own so if we select that curve object you can see the preview resolution and the render resolution are two options i believe yes if if it's if the render resolution is set to zero it will use what the preview resolution is so 12 is not enough so i'm going to turn that up to just a nice even number like 64. should make it nice and smooth and now those sections are as big as we made them and that is going to be probably plenty of definition you know if you're going to get insanely close you might want more than that but for our purposes that's going to be just fine so we can go and right click shade that smooth which is going to make this part look good but then we've got kind of some weird shading and that's because similar to the subdivision surface it's kind of like trying to round something that you know wouldn't really make sense to be around so there is an option down here in the normals called auto smooth which will tell blender that hey any angles greater than 30 degrees and you can of course set this should be sharp so if we were to go above 90 which is about what those should be you'll see that they'll get smooth again and that's how that works very convenient honestly the default setting of 30 usually works pretty well but you may need to adjust that depending on exactly what you're working on so this is all together looking good next thing i want to do is add a little bit of a foil top so we're going to do that by selecting our bottle mesh here tabbing into edit mode and then we basically need to kind of i want to press alt a to deselect everything we need to just get some of this we're just going to steal kind of the top section of geometry and make a separate object and you know that will be the foil so the way i'm going to select that is just pick somewhere so i know i want from here so i'm going to do alt and left click to select that edge loop and then i wonder if i can do shift ctrl alt that didn't really do it okay um i was trying to come up with a creative way to select the whole thing there's like a million ways to select things in blender and honestly um that's a pretty big skill is you know being able to select things the proper or fastest way so i'm going to press alt and left click select that edge ring and i'm going to do control plus plus plus plus to grow the selection and do we want to go maybe a little further down i'll do control plus one more time and that will get a nice foil part and we got this extra ring on top which i don't need so i'm going to shift alt left click to deselect that ring so now we have a good little bit of geometry for our foil so what i'm going to do is press shift d to duplicate it similar to what i do with the extrude i just like to pull it out to see that it's there right click will snap it back into place and then with it all still selected i'm going to press p and separate that selection by yeah separate selection boom now if i tab out of edit mode you'll see now we have another object we saw the original geometry on there of course but we have this new object which is going to be the foil object so let's press f2 and name that the oil and we didn't name this the bottle gotta gotta get that capital b nice said fancy i mean we're making wine bottles here we don't want to be skimping on the punctuation capitalization something um so the problem here is you know when the subdivision was applied there was another you know ring down here kind of defining that curve we lost that so i'm just going to scale this out until it gets to be right about where i want it and it's okay if it's in a little bit because we are going to add a solidify modifier let's go ahead and do that and let's put that right there and do a little bit of thickness on it oops it's popping out the top so this is weird i mean you could do a negative thickness or you can change the offset to go the other way which is what i like to do so similarly here let's just get like a 0.02 centimeters and then let's also turn on our auto smooth option and i'll tell you right now i use that auto smooth option so much that i actually added it to my quick favorites so by pressing q i can automatically turn on and off auto smooth without even being anywhere near that menu to do that if you're interested in doing it yourself and you can see i don't have a lot of quick favorites it's literally like the only quick favorite i have i think there's one other quick favorite that i use in edit mode which is the edge length sometimes i want to see how long edges are so what we're going to do now is go through each of these dimensions and read them aloud i'm just kidding quick favorites don't use a lot of them but you know when you really it's your favorite you gotta use it so right click and you can add quick favorites for me it's removed because it's already been added i love you auto smooth q auto spoons q by the way is how you bring up your quick favorites and you can add like all sorts of stuff to your quick favorites but i don't have a lot of favorites it's just that i guess so i'm gonna press f to fill that in and now since we of course have the subdivision on it's gonna not gonna look so hot so i wanna press i to and then let's maybe press let's let's add an edge loop here bring that up so it foils a little sharper around that edge and now unless this was like some crazy vacuum form sucked foil it wouldn't be that tight in the corner so i'm gonna delete the edge loop there which will unround that or it will make it round and similarly i'll delete that one and that might be a slightly more realistic foil um you know or maybe you add it back but you just kind of you leave a little bit of and you of course don't have to have foil if you don't want it but i'm a foil kind of guy i guess i guess i like the foil looks classy and now this there would usually be like a cork right there so i'm gonna press eye to inset that oh wait i'm just gonna bring it down a little bit i don't want to poke through press eye one more time and then i'm just just trying to make a nice little indention there bring that up there that'll be very very pretty now you do get some weird shading when you do something like that so you know you can add more insets to kind of curb that but um it's going to be fine we don't really see too much of that so i think that looks good let's just uh let's just keep adjusting things as i usually do once something is done and you should be moving on i like to continue adjusting things so the geometry is nice okay so that's some pretty good-looking foil that's about all we're gonna do for the modeling um i will though if you're interested bonus i'm gonna model the little detailing around the bottom of course you can skip that if you're a beginner i encourage you to do so it's more important to just work through a project and finish it then to get hung up on small details because we're going to get a yeah it's like slightly more advanced but if you were going to look at the bottom of the bottle things like this would make the difference so we will we'll go ahead and do that next after i make more small pointless fine adjustments like getting that exactly where i want it oh and i didn't mention if if your bottle does curve out or you need to curve out just use this tilt feature that will of course tilt it in a straight line if the form was much more [Music] wild than that you would probably need to use a shrink wrap modifier to get it where you want but we're not going to be covering that because our wine bottles today are mostly straight and i think that they look just fine like that so we'll leave that section at that and now what i want to do is move on to creating that detail down here on the bottom so let's go ahead and do that so to create that detail at the bottom of course there are many ways you could do it like with anything in blender you could do it so many different ways but the way that i found that i like to do it was by adding in a circle with a bunch of geometry so we're going to use maybe like 128 vertices to create this which you can see that i got smoother but you can't see those vertices until you go into edit mode by pressing tab which is where you should be doing all your this type changes and i'm just going to put this like right like there i guess maybe you should bring it down a little bit so it's kind of sitting right on the plane bring it down a little bit and this is another thing like depending on the wine bottle you're using as a reference it always looks a little bit different but the one i like is what we're going to do because it's my freaking tutorial so i'm just moving that up and then i press e and scale it out and then just move that down that's kind of where they sit it's just kind of like on the edge like that so that is all good um i'm just actually gonna press g and z and oh that's way too much i'm gonna just like i wanna be able to see it better maybe i can hide this let's just for now i know we better not do that let's just move it up a little bit it doesn't need to be snapped perfectly i'm just going to move it up so we can see what we're doing and then what i'll do next i think what i did was i'm gonna press hmm how did i do this i've done it like i said lots of different ways you can do it and i never remember which way i thought was the best but i think what i want to do is select these edges and then press shift g which will bring up a select similar menu that will allow me to select a similar length which is going to get everything but if i turn this threshold down it will create a more exact selection so i had those two selected and it it wants something that's exactly the length of those two edges so it's not going to be that it's not going to be that it's not going to be that all the way around so that was a way to just select all those rings and this is where i'm talking about this it's like slightly more advanced because but this is again you know i was talking about earlier how important uh being able to select things in blender is and there's so many tools for selection and and really the better you are with them the more time you'll save yourself so i'm going to press now ctrl b to bevel each of those which you can see that that is what that's doing if you scroll up or down it's going to add geometry but we're going to be deleting this so we just need it to be the one so get it something like that this is basically going to be the space between each of those little bumps so i'm going to do something like that and then with them all still selected press x and delete those faces so now we have this little thingamajig going on which looks great sort of but it needs to i think what i like to do is add a solidify to give it some actual geometry now and we can have it be something like that something like that and then i'm going to add a subdivision surface to smooth it out and i'm going to end up joining this i think with the other object so i'll end up applying the solidify and then it will share a subdivision with this model so it would actually be up to three and then i'm going to which is why i'm making it so it's just these two planes because there's so many even it's going to get subdivided so many times i don't want to overdo it geometry on the bottom but this really is kind of a detail that you don't necessarily need so alt z to go ahead and grab any of these edges and then we'll do the same thing shift g and select similar length which we'll get that which you know this is almost exactly the same and i bet if we turned up the threshold it would grab those other ones actually grab them at the same time because they're like similarly this one would be larger i don't know it doesn't matter we just need these ones and then i'm going to press r and if you do it this way it's going to do it in the view you're looking which that's pretty dope but that's not what we're here to do today eric press r and z and just create a little bit of a little bit of a twisted twisty there and then bring this down into place holding shift and that looks decent something like that looks like maybe i want to bring the middle up a little bit so that's what i still have selected so i'm just going to bring that up a teeny tab like that and then like i've done in the past i'm going to press shift d and move this to the trash collection in case i need to go back and make some changes don't have to repeat all those steps and yes so that will be good now i'm going to apply that solidify modifier and then i'm just going to you know i could delete the subdivision or leave it on it doesn't really matter when i join it to this object it will pick up the modifiers that that object has so selecting this and then selecting this and then control j and it will join those objects together and now that bottom object that i created has the subdivision surface modifier that the wine bottle itself had so we're all good we may never see that but if you do the details there good for you you are super pro modeler deserving of many many freelance dollars now another thing you could do that you're probably not going to see is like add some edge rings and then bevel them and then just kind of like scale things in and out a little bit just kind of create some a little bit more like variety down there i feel like when you look at the punt there's always some there's kind of some ridges so that might look nice also pointless but might look nice and this this little thing is really bothering me a little spiky spiky let's uh how can we get rid of that we could like we just delete that face and then maybe we could use our we could grid fill it maybe that would make it look better let's search f3 grid fill which will fill up with a different type of geometry [Music] we're gonna control z that guy um i guess if i just moved it down a little more it wouldn't look as obvious i don't know let's just leave it we're not gonna see that this is one of those things dealing with circles i could control b to bevel it i'm just gonna smooth it out a little bit now it's just now it's just tinier that's okay we'll leave it so i think we're pretty much all set on modeling last thing i'll do to wrap this up is um just create a you know we could probably apply the curve wouldn't be a bad idea maybe let's just let's just trash collection it up shift d now when you duplicate an object with another object that it like references the new object will reference the new object so shift d let's bring that on the y-axis now i have two curves in my scene this is wrapper curve 001 and this is wrapper curve regular still hasn't produced any music as far as i'm aware i mean how long has he been a rapper now she even who knows um now is linked with that so we're gonna move those to our trash collection and i haven't done this before so it's probably gonna mess me up later down the line in the tutorial but i'm going to apply that curve just that i don't have this object to mess with so i'm going to delete that curve and yeah we should be all set unless we need to make any changes in which case we're totally screwed and now is when i'll check that that's flush even though i should have done that before it's okay it looks good so we got our foil label and our bottle with our nice nice detail what happened down here why does that look a little bit different is that because i screwed with the darn is that because i screwed with the darn edge loops down here select similar area g z bring those guys back up a little bit thank you please stay okay now what i'm gonna do press shift a add an empty we'll make that empty a cube and it's huge call that huge the cube and then i'm just gonna bring it up to a nice centered ish location about which i might want to make some rotations and things i'm going to select my label shift-click my model shift-click my foil and then lastly shift click my empty and then press ctrl p and parent to object keep transform now we need to move around this bottle and reposition it i can just move this one empty instead of having to select all those objects which now up here in our collections it looks like they all disappeared but they're just nested under the empty which i can call bottle controller enter looking snazzy now we have a bottle controller so that's all fine and dandy for modeling we've got ourselves a wine bottle i hope it didn't take us too long probably did but um yeah it was uh it was fun so hopefully you're enjoying things so far again if you're watching on teachable for the first time thank you i'm kind of splitting these up into sections a little bit more than i normally would but i think it's good for you it's good for me it helps organize things a little bit better and of course if you're watching unteachable you can see where you left off but i will of course try to add the chapters and things like that on youtube as well if you are watching on youtube please like and subscribe we're going to go ahead and move into the next section which is going to be setting up some lighting more advanced materials and things of that nature thanks for being here i'll see you there okay so here's the earth i'm sorry this is a wine bottle not the earth that was a reference to a very old internet video which hopefully some people got um round this wine bottle is there goes the reference all right that's dumb so what we're going to do now is light this bad boy and we're going to do that with lights you can tell i'm trying to collect my thoughts here what what i like to do is when i press one to go into the front view i want that to be the front so right now i should be looking at my backdrop so i'm going to create that backdrop going up a little bit shift a mesh plane which if you uh or had your cursor centered should pop up right there which is great mine did tab into edit mode scale this up a little bit and then i'm just going to select this edge and then e and z to bring it up a little bit and then i will press ctrl b to bevel this and then scrolling up create a very simple little seamless backdrop fun history fact uh creating a seamless backdrop in blender was my first ever youtube tutorial thank you to anyone who's been here that long i want to right click and shade that smooth and double check that when i press 1 i will be looking at that backdrop and i am so that is great um so now what i want to do is set my viewport up a little bit better so that i can start working on multiple things at once so i want to be able to have my scene view here but i also want another view where i will be able to work on materials and also see what the camera is seeing so what i'll do is first of all click up here in the top right and this has always been kind of a weird thing in blender apparently it's easier now but here's my mouse follow it up to here just kind of hover in this area and then drag to the left we'll split out a view and almost all the time i like to have my rendered view down here but since this is going to be more vertical i want to step outside my comfort zone and this will be the rendered area and this will be the model modeling area i will eventually drag down a shader editor into this sort of area but i don't think i need to do that yet so like i said rendered view we're going to switch this to a rendered view now by default we are rendering in eevee i'm going to press end to hide this sidebar and i will turn off my overlays with that button right there so now i just have an unobstructed view of what my bottle looks like rendered um now i am going to try to do maybe a small section towards the end of this on what to do in eevee but for the purposes of this and what i really think looks sorry what i really think looks significantly better is to render this in cycles however especially if you're going to do an animation that may take quite a bit longer and depending on the computer you're working on could slow you down so feel free to follow along in ev but at least for the next few steps we're going to be doing this in cycles so i want this view over here on my left to be my camera view but i deleted my camera earlier what a mistake that was i'm going to press shift a and add a camera back in which is going to add it right there at the where my cursor is so now what i'm going to do is just bring it back g y and then just kind of g z and then what i usually like to do to just get it looking straight ahead is it's just holding ctrl and then i'll just mouse over these fields and it'll just snap it to increments so the z should be zero x to be straight ahead would be 90 and then similarly on the x it should be 0 y let's go ahead and snap that to a nice even number and z we can do the same thing it's hard to tell exactly what that's seeing though because over here i want to actually look through that camera so i'm going to press 0 on my number pad and by the way i probably haven't mentioned it but um when you're pressing hotkeys and things in blender it matters quite a bit where your mouse is you can see if my mouse is over here and i press zero it'll take that view into my camera view if my mouse is over here it'll take that view into my camera view so that's one small thing that could be confusing if you're starting out is you know maybe your mouse is over somewhere weird and you press the hotkey and it's not working it could it could be something like that but let's now set up our since this is a mostly a vertical object and let's go ahead maybe and just add in so we can actually see what's going on here let's just add in our first light let's do that as an area light and just bring it up there so now it's not just like this dark thing over there you can't even see what's going on let's make our aspect ratio the opposite of this so let's do 1080 by 1920 and yes marvelous now this would be let's bring this in just kind of get it in the right position maybe bring it down a little bit this is a critical moment this is where you decide what mood am i trying to set of course you can change these things later as much as you want so it's not that critical go ahead wipe the look the sweat off your brow we're going to make it through this part of the tutorial just fine we want to decide some things like maybe the focal length so is this an epic epic bottle of wine the biggest the best you've ever seen do we want a very small focal length so that our bottle stands tall and proud or is this maybe more like a wine ad would be where you use something more more longer like a 60 one that i'm trying to get to 60 because that would make me feel better oh there we go 60. is that what we're going for do we want to be down on the floor level a peasant looking up at this fine blend do you want to be high in the sky a seasoned wine snob looking down at this fine blend the choice is yours i think for me i'm going to stop talking in that voice and i just want to be kind of dead on just very understated i mean i'm kind of making a joke out of it but seriously like when you're looking reference images is one good place to start but um you can tell a lot about a product and just you know you can really paint the picture with things like the focal length things like where the camera is in relation to the object maybe we want to look down ever so slightly at this so that's something like that and then let's just bring it in a little bit just to frame it quite nicely so i think that looks quite nice we'll leave it that for the framing and i have my viewport set up how i like we can go ahead and add in a few lights now uh it's a not a horrible idea i was gonna say it's a good idea but it's like it's not not that huge reveal to do your lighting with not too much material action going on it'll really help you to see the reflections the shadows and things like that that being said i will go ahead and set up a very simple material for the glass by clicking that and then here and i did the little did the new button right there which i think it already created one so it's right there i'm going to name that bottle as one would and now i won't even color it yet but what i am going to do is turn the roughness down so that it's nice and shiny and i will make it a little bit of a darker color just so that we can um just so we can see what we're doing a little better we can see the reflections of the lights that we're about to add so this one right over top is not doing a whole lot but i do think i like it i think i'll leave it there and oh my god what is that bug why does it always happen to me um sometimes when i scale the lights with the button it gives me bad errors always a good idea to save your file if you haven't already i have saved when the camera was off this is the only smoke of mirrors i saved the file i didn't change anything else so i think let's maybe just move this over oops g x move that over there and again this is a good point to look at some reference images uh see what you can find and just kind of try to mimic those so a lot of the ones i see have this really nice sharp line going down one of the sides so i'm going to actually use a rectangle so i can have a little bit more control over the size there and hope that that error doesn't come back i'm going to save so that it doesn't come back or if it does i'll fix it and yeah i'm just i'm really i'm kind of looking over here and this this is the this is the money it's over on this side this is just kind of moving things around um but i'm really looking more over here while i'm working on this and maybe i don't want this huge gap right there so maybe we can move this back a little bit you have to pretty far before it comes up on the edge i don't want it all the way on the edge but i want to wrap maybe a little bit more so here i am going back to basically a square and i just want to get a very nice gradient something like maybe like that looks good and that'll be a decent placement for my first light you might consider turning that up or down i also think i'm going to end up having this background maybe be black or maybe just for now i'll make it black so let's just do a new material we'll call that the floor and we'll make it black and it's it's a little bit shiny now so we can turn the roughness all the way up but uh we may mess with those materials a little bit more later right now we're really just focused on the lighting so i've got that really nice highlight there that might be all you want you might not want any more than that but for me i do want to add a little bit more interest and get some light going on over here you can see um we do have some things happening and that's just because of our our world strength so right now our world is this gray color which believe it or not is adding light to the scene and in other tutorials i've turned the strength all the way down to zero so that we're only receiving light from lights that we add and we have complete control but for this one i actually think it looks decent too to leave a little bit of world color on you could use an hdri if you really want some intense reflections but in my experimentation i found that just using this white looks fine and you could leave it gray or for some reason i want it to be white and then i want to turn the strength down to like point one or something just so that nothing is going to be completely unlit we don't have any black and we're already getting a little bit of nice gradient with that so what i want to do now is another thing that if you've watched my one of my tutorials before you know i like to do is add a light we'll add a point light and then we're going to move that back and then we're going to move it up and what this is going to do is going to kind of create very natural and by the way if you don't want my computer is using processing power to render around this as well and i don't need that so i can press ctrl b and drag just drag over that window and it will snap that to the camera view so now i just have that one picture there it's not quite so obstructed so what this point lamp does is kind of creates a little bit of a natural vignette and if i bring the sides of it by the way this happens to me on a daily basis i am messing with lamps and i'm in the world setting i turn the strength up and it's not doing what i freaking want because i need to be in the lamp tab it's got to be in the lamp tab derek that's what blender tells me every day gotta be the lamp tab derek i want to adjust the strength of this lamp bring it up in the lamp tab oh dear viewer but now if i bring the radius up you can see and we'll look at in this view you can see that that would be like the size of that light so the smaller it is it's not really wrapping it's barely wrapping that edge there but what i'm going to use this light to do besides create that nice natural vignette is to create a little bit of a what's that called an edge light rim light i think something like that one in latin terms i don't know much about not that wasn't that wasn't latin term by the way that was light and light and term um so we're going to turn that to somewhere where we just got really sexy little just something like that maybe you can bring it down if you want to kind of wrap down that way we got wrappers all over this file we got we had the bottle wrapper still has made any music we got the rim light wrap in our bottle we'll just call this tutorial wrap tutorial that looks pretty good doesn't look good i think it looks good oh yeah it looks pretty good now a little bit dark over here on the right side so i think maybe what i'll do is add in i might add in another light once again i can't remember exactly what i thought looked best here so you can add in just another one of those lights i just did shift d but that is just not very exciting i want it to be a little bit more subtle than that which of course you could just turn the strength down but one thing that i thought ended up looking pretty cool and in all of my 13 years of using blender i never really did much of this until recently but i'm going to add a plane purely to reflect some light as if we were like in a room or something so i'm pressing tab to go to edit mode i'm just going to rotate this press r twice to do like a free rotation or it's like called like trackball rotation or something i think trackball yeah there it says up there in the top trackball um just to rotate that the way i like and it takes a little experience to know how to command that thing but uh yeah trackball and so now i'm getting so i haven't added a light all i've added is a plane but that plane is being reflected in the glass there and that's a really nice way to kind of create this semblance of like a room or something that this is in again just little little photography type details but now what i'll do is maybe e and x like bring this over now if you did want to come over this way it's fine you just need to change some clipping you can of course move your camera in past it but easiest way is to in the viewport display you can show the limits and then turn the clip start up which means that it will clip anything before that you can see if i drag it all the way up to the bottle it'll start to cut through that so that's very convenient for especially if you're doing like an interior render or something like that and you're trying to get like a nice big room shot but technically you would be outside the room you can use that for um for that type of scenario but for me i'm just going to use it to poke through my reflector now just for the sake of organization i will add a material and call that the reflector in case i did want to do you know something really subtle like let's for example let's move this up a little bit so this is kind of weird with the geometry like the way the reflections work you know this would have to come sort of up a little bit maybe that light comes down you know just it's okay to play with this you're not gonna see it um i'm just kind of trying to create some a little bit of interest wrapping around the bottle there something like that you know that might look nice might also look totally ridiculous it's up to you i think it looks good so that that's fine that's a reflector now if you wanted to introduce a very subtle color remember that this is let's shade that smooth so we don't get that um you could introduce a little bit of color this way maybe you really want to tell the story maybe you're like me and as soon as you finish recording this tutorial you're going to go play cyberpunk 70 2077 it's been sitting on your xbox for the past 15 hours unplayed so you know maybe you want a nice little yellow glow or something like that or maybe you're not a psycho and you want to just be a normal freaking wine bottle renderer and you just leave it white which is going to be me today so that looks good bring this up bring this down keep playing with the lighting i'll try not to hold this up any longer but for real like this is the type of stuff you want to spend time on i'm going to press shift d to duplicate this lamp and um but yeah for real like just move things ever so slightly keep tweaking it until you get the look you want um so i press shift d to duplicate that lamp and then i press alt r and um you know i might have turned off my screencast keys i'm going to turn it back on for you and i'm just moving this light here and this is just going to be a little light to kind of hit the top so we will make that a square though maybe we make that a disk let's make it a disk i like disks and then we can make it quite a bit smaller perhaps we might not need this it kind of helps give a little bit of that's kind of creating this shadow a little bit which i kind of like i don't know we'll tweak it right now we're just trying to get you set up with the basic render that you can show your boss hey boss i made a wine render and you can just leave it at that i'm going to save because i'm going to change this to an ellipse i'm changing my mind again and i'm going to push that button which sure enough crash blender it's like the only thing that has ever crashed blender good thing i saved let's open her back up and let's open her back up and let's window full screen back yes beautiful let's should we try again should we try again no our knowledge would tell us not to blender you're not making me look good you're never buggy except for now it's that that's like the one thing i'm not kidding that always gets me it didn't do it earlier sometimes it doesn't i don't i don't know if this light if i need it always a good idea to uh turn off turn on your different lights see what's doing what we can turn off area light point light oh see that's the point light i'd say we like that let's leave it here's the um other light side area light i think i like that now the top one that's giving me okay okay it's going to be some heat right here see that i think i want that oh so that's it off that's it on the choice is yours is that doing something good for your render i'm going to say it is but i think i want this to be maybe a little bit smaller so that that gets a tad sharper so let's just kind of pull that in a little bit maybe should have just left it a disk why does it need to be an ellipse derrick it's an ellipse i like it so that looks good so that was a good little test you know it's not not a bad idea to zoom in and kind of see where you're at with things and then boom add that nice fat highlight that's looking spectacular you wouldn't even know that all this is is a solid black object with no wine inside it so shall we move on to some more advanced materials now that we have our beautiful lighting setup don't forget to save control s is going to be hotkey there and yeah let's set up the materials so the first material i think i'd like to work with is going to be the wine bottle material to get myself in a position to work with that a little bit better i'm going to drag down a window right here which i will make a shader editor so clicking up here i can turn that into a shader editor and if you are familiar enough with blender you do something enough times such as myself you would know that the hotkey is s so when i need to make a window a shader editor i just you know say this was in the 3d viewport i just boom s and you can see s is underlined there so that's a that exists like a lot of places in blender um where you see a little underlined letter that's once the menu is open if you press the hotkey it'll switch to it small little tip there but don't want to leave any tips off the table tip of the table to pop the table so we'll do the bottom material now right now if you recall it is just black with low roughness i'm going to keep the roughness low but i want it to be not black i want it to be like a clear material so to do that i'm going to turn the transmission value all the way up and now it is transmissive and now i just want to check here light pass performance color management oh for color management it's not a bad idea to change this from um no look to high contrast for example a lot of people don't like that but i just i'm there's not like a single render i do where i'm not boosting the contrast a little bit um i am a restrained man now it's rare that i use very high contrast uh i think if you were like a real live professional spoiler i'm not i'm just kidding i am a professional um i think if you were fancy or you you cared more about this type of thing you might do none and then leave it to your you know somebody you hire to manage the colors but i just i'm always boosting it why not have it come australia and right how i like it with some high contrast so bump that up but i was looking for somewhere down here oh yeah caustics i don't know if that would have been on by default or not but i think you want those i think my scene is set up relatively default but it could by chance have been automatically on for me but make sure that's on and yeah so now if i'm rendering something that's just clear i would not want this huge light and what that is is that this point lamp behind it you can see if we move that over it goes away but it is creating that rim for me as well and we're not actually not going to see it but in the light settings you can turn off this multiple importance which will still you can see the light is still coming from behind but it uses multiple important sampling for the light which reduces noise for area lights and sharp glossy materials as the tooltip says that's all making that tutorial is just reading the tooltips turning on turning off multiple importance i was tempted to turn it off because i didn't want that huge thing but it gets rid of my highlight on the edge which i need so i'm leaving it on and once we actually add the wine in you'll notice that the effect is not nearly as severe so we will be doing a small amount of more modeling to model the wine but yes so when you add any material the base color typically is not fully white if you wanted to be a very clear bottle you would want to turn this up to pure white ffff one one one one everything up white super white and that's a nice clear bottle which if you were doing a bottle of rose or something like that you might want to leave that clear but for me i want the bottle to be green so up to your preference and your reference wow that was good but you know what color is a wine ball you just find a green like that now a little bit of saturation and a little bit of value goes a very long way when it comes to transparent materials so um i will turn this value down very slightly and you know i'll turn the i'll turn the saturation down too maybe the saturation is really more what i want to turn down just you know go grab a wine bottle off the the street and see what it looks like then come back for part two just kidding so we're just going to kind of tweak this now i do like to do it with the wine bottle empty just because you know that's maybe a familiar thing maybe you've seen before like me last night i saw an empty wine bottle started off empty that's all that happened um so i'm just gonna get you know the higher the value the more like clear it will be um so yeah just kind of get this looking want to say names of beers that come in bottles that color but you know who knows what the copyright strikes these days so i think that looks good something like that kind of a pale green and for those of you who just have to know the hex code is six three seven eight five six and um now i'm going to tweak it just a little bit so that it's different i'm sorry i'm just torturing you um okay so we got the wine bottle there it looks good let's make the wine that goes in the wine bottle so what i'm going to do is press shift d on the bottle object and now we have another bottle object with no label and no foil so for that object what i want to do is create the wine which is basically the inside and we're going to use a similar technique we did earlier to kind of clean that area up to create you know just the wine so the wine would maybe go up to there and we can change this later but let's delete this ring of vertices so now we've separated that so this is essentially that that would be the wine that's inside of the bottle we're looking at you can see that separation there um and then we need to similarly on the bottom or just anywhere i think well let's see if we press l oh no i think since that was all one surface technically if we just press l here it should select the whole outer piece so by deleting one edge loop we basically split the inside and the outside so now i can delete all these vertices and now we have just our um just our wine entered oh but we've got all those things on the bottom let's uh let's press the way i'm going to get those again selection tips i'm going to press l to select the wine and then control i to invert my selection which is going to get all those so x vertices boom looking good okay so now that that is the innards so what we need to do is just select this ring and is this high enough i think i want it to sit right below the foil and you know maybe my foil is just a little bit high i want to press g twice to edge slide it up a little bit and then i'm going to zoom in and just make sure that's in the right place okay so edited is that too short now it looks fine so let's um so we can just you know if you had to add edge ring you could but i think right there is going to be a good spot for the top of the wine press f to fill that in and then since we duplicated from that object it has the subdivision which i want to leave on i want those all to match up if you've got different levels of subdivision on the bottle and the wine inside it you could run into some issues the easiest way to avoid that is just apply the subdivision but i'd like to leave it on so what i'm going to do is just with that edge selected i can turn this crease option on which is going to remove the subdividedness and then now for this object which i don't think i had it on before hope not edge length i'm going to turn on autosmooth yeah and that will sharpen that so crease will if you have used creases enabled which is this is in the advanced part of the subdivision modifier you'll see that there's that used crease option so what a crease is going to do is tell it's just a specific place where it's like don't subdivide here you can control the crease but i want it all the way to one so just absolutely no crease because that's just flat needs to be the top but i still do want the subdivision on because that's what's smoothing out the rest of the thing so let's let's go and set up the material for the wine now since the wine is also clear also relatively shiny i'm just going to press this plus sign here to create a new material which when you do it in this field or if you did it right here will create a a duplicate that has the same data so add a new material it's going to be called bottle001 which i will name wine and for that we can pretty much leave all the settings the same we just need to change the color to whatever color you want so i'm going to be changing it to a red wine syrah something like that looks fine maybe you want to spin it around the other way and be a more purple because like grapes are purple i guess technically the color would be more purpley now for this we'll turn the saturation all the way up i think it's going to look good and then the value will bring down a little bit you just kind of have to imagine what a thing of wine would look floating midair i think it would be a little bit darker i guess if you've seen wine in like a carafe or something like that or something larger you'd have a good good guess but yeah something like that of course you know make this whatever freaking color you want you know blue one have at it it's all you so i think this looks fine i'm just going to tab into edit mode and then press shift n okay yeah it did something recalculate normals so because this was duplicated from another object and then i was messing with things a little bit the normals looked a little bit funny and i could tell that just because of the reflections were a little bit off they seemed not quite right so never a bad idea especially on transparent objects to uh tab and edit mode select them all and then press shift n to recalculate the normals so that's looking a little bit better and now maybe i will turn this value down just a little bit more so i think that looks that looks fine we can always adjust it later so gx and then since i had held control earlier we know that that's going to snap right back into place now if i look here zoom in we've got a classic problem when you're creating liquid inside a bottle which is that since we made it from the same geometry it is overlapping so they're like exactly on top of each other which creates you know basically zero thickness geometry or like doubles basically so it creates this horrible looking pattern and the fastest easiest way to remove that is just to scale your inner object ever so slightly if you do it inwards you get a little bit of a different look than if you do outwards i think outward looks better so if we scale in you can see that the glitchiness has gone away and it looks like that but if we scale it out just a little bit it looks like that what's the difference who knows so yeah i'm just gonna i'm pressing s and then just hold shift so that it's very small drag i'm like pointing at the top of my screen as i always do but in the top left of the window i'm currently in you can see the scale you just want that to be like just anything more than exactly what it is just barely over there and now i always tell you to do this in edit mode but in this case i'll leave it in object mode so that if i for whatever reason i need to get that exactly back where i was i can just set that back to one so that's good we don't have those issues anymore you can see a very slight tinge of red through here which is i think kind of what i want and we're not having that issue with the multiple importance anymore you can see now even better that when that's unchecked we lose those nice highlights on the edge that i would very much like to have it just adds a little bit of it's a little bit easier to see through right there and maybe that's where you can go in and adjust your bottle color even more which for the perfectionists there's tax code check it real quick there it is five three six four four eight you can copy me exactly if you wish so that's looking good for the bottle let's do let's do the foil texture should be pretty easy let's do a new material name that foil and we'll make that metallic now it's metal so metal bro no one still has watched my metal material tutorials i put so much time into those so you can choose what you want here i think realistically let's go and pick a color so we can see this a little bit better i'm gonna go for a little bit of a dirk dirk red which i was trying to tell you it's red it's not orange it's red dark red why is this this is looking too thin does that need to come out more i feel like i want a little bit more of a thickness there should we bump that up a tad should we bump that up a tad let's just add a little there i'm happier now okay so that looks good i think it needs to be oh man this is really i'm not looking at a reference right now not looking at a reference famous last words i think that looks pretty good we'll leave it at that adjust it as you please i may adjust it later don't get mad at me so this is looking i mean i don't know where you started maybe you followed the donut tutorial now you got a fine bottle of wine in front of you but um it's it's really coming together i would say so the next thing i want to do is let's work with the label texture that beautiful here in black designed fine blend the 20 20. it's been a bad year but it is the year that this wine came out and um yeah so it's gorgeous uh i'll talk more about the label in the beginning section which hopefully you've already watched especially if you're unteachable you can watch the sections however you please so we never actually looked at this material but this is the material that was created when we use the images as planes and now since the image when you do the images planes there's something like options off to the right which i always forget to look at that will like you can set it up to come in with a certain type of material but i guess if you don't look at those options this is what happens and if it's a png which png images support transparency it will automatically connect the alpha into the alpha but since this is just a non-transparent image i'm just going to unplug that i don't need the alpha value i really just need that color value going in so it looks fine how it is mostly but since it's paper the one thing i'm going to do is bump the roughness all the way up or maybe not all the way up we want a little bit of shine we'll do like a 0.95 now you can see if this was really low you know you'd have that reflection would carry all the way down but i want it i want it pretty high so let's just take that back a little bit something like that and then yeah that's looking good now when you're working with colors like this i mean it depends on what you did in your contrast and there's some other options then if your lighting is overblown the colors can look bad but if you want a pure representation of what you were seeing in photoshop or wherever you designed the label then and for the purest representation i would say turn specular all the way down which means it just like isn't accepting specular light really um so that's gonna kind of take away some of the effects you'd be having from your lamps um so i will typically you really want to avoid turning that all the way down to zero because i think it's just unrealistic except for like i mean even well everything i think has a little bit of specularity but if you were doing like a a very dark very black rubber or something you would turn the specular down pretty low um but realistically with roughness all the way up that's usually enough but i'll turn it down just a little bit so i get a better representation and i actually learned this in one of my jobs when i was doing a lot of furniture creation i was using a lot of custom fabrics but sometimes to get the colors to look a little bit more correct and again this label really only has the you know the one color to it so it's not a huge deal but depending on what label you're working with i'll go ahead and add this note but you can add in a color and add in some gamma and then usually just boosting the gamma a little bit can be the fastest way to get your get your colors how you want them but i think they look pretty good here so now the next thing i'm going to do is add in another image to this label material and that's going to be the basically the roughness map so kieran and i created a separate map that is yeah basically it's the it's going to tell certain areas of this to be rough versus shiny and then we can also actually use that for the bump which is going to be a nice little detail so remember if this roughness is zero it's shiny and you can see that carrying down there and if it's one it's not shiny so obviously we don't want this to be all .95 or all point zero we want to control where that happens and so blender is asking us where does that happen well blender let me give you a map click this shift d and that's just creating another image texture i'm going to open which should navigate to the file where that one is and i'm going to do the label gloss now again i'll maybe throw it up on the screen here for a second so that the screenshotters can screenshot it if you want to use that straight from the video but again if you're following the course unteachable this file should be available in this section or wherever i find out you can put it to download immediately and i'll probably also upload this file onto my patreon so if you're a patron thanks to those who you who are you'll have access to the file there as well but or actually it'll probably just be included with the file it'll be packed into it but anyways enough about that uh one thing i will say is that these are designed to be if i change this to an image editor you'll see that these are since they were designed in the same like software right on top of each other they line up perfectly so if you're taking a screenshot you might need to like you might need to adjust the uv slightly to make sure they work together but i'm going to change it back to a shader editor and now back to the add-ons topic you may already have this used because it's uh it's pretty popular but preferences we're going to turn on node wrangler add-on if you don't already have that on you don't want to node wrangler and that's going to allow us to do this little command which i do a lot shift control left click so when we look at this texture to preview that's what the shift control left click does is sets up that little viewer you'll see that this is the texture so these areas are black which remember corresponds to a value of 0 which means no rough so shiny and white is values of one which would be rough so that is what we want so if we shift control left click to snap that all back together and then we plug this into the roughness you'll see that now we have it's going to be hard we have to find a good spot for it but somewhere around where could we check so there were other areas that were black like there it's a is a shiny area you can see that and if we look down i'm trying to get a good i think i want to spin this whole thing around a little bit that's rz oh yeah i forgot we got rid of the curve which is very convenient right now so where is that there you go so you can see see how that shiny right there very nice detail fine detail if you will fine blend which can we take a minute and appreciate this label the default cube like dying it's so nice it's just so much story to it there's this beautiful text that i wrote on the back it's amazing amazing work mr mr kieran black did um so we've got our shininess working properly now like i said we don't want that to be totally shiny and we didn't want that to be totally one which is what it is now so something i would sometimes do with a color ramp i'm actually going to be doing with the new map range node so shift a converter map range and what that's going to do so it's looking for values from 0 to 1 which this image has black and white and it wants to convert them to this value to this value so right now it's not doing anything but i want values from 0 to 1 to instead go to remember we had set it not quite to 1. so we can pull this down to 0.95 or 0.9 whatever you want and that's going to make it so the label isn't totally rough and then if we change this minimum up that will make it so it's not totally zero so you'll start to see that that shininess will fade ever so slightly so now we don't have that hard edge not quite as shiny just a little bit more realistic maybe kind of feel a little bit like a rubbery texturized now we can use this same map to influence the normal now that is not going to work out well because that doesn't really feed very well right into that but if we add in a vector pump node and then we push the we put this color into the height then it will be working properly and now you can see we have a nice little indent there and you can invert that to make it pop in or out now i will say this image technically is not we're not utilizing any color data like we are with this we're really just looking for black and white so this should probably be changed to non-color and you may see some small changes happen when you do that but nothing huge so this is maybe a better place to see that bump you can see we have that really nice it's almost like a like a nice emboss printed on there so that looks really good never a good idea in my opinion to leave it all the way at one i always like to turn it back at least a little bit and then yeah you could choose if you want that imprinted or bumped out i think i like the bump out and that's just with that invert option so that's all looking uh pretty good we've got quite a bit more advanced bump texture i'd say going on there the label looks a lot nicer than it did before when it was just brought in with images planes so next last thing i might do and this is just kind of a small extra little detail is i do actually have a texture that kieran also designed for the foil so we'll go ahead and use that and what i'll do is i'm just going to click this principle share and press ctrl t and this is with the node wrangler add-on enabled you're going to press ctrl t and it'll set this up and that's just basically going to add in that image texture node for me and now technically we don't need these because we're just using a uv which is going to be the default but what i'll do is open that other file so wine textures and i have it the foil file and it's not going to be applied on there because it's going to be looking for a uv map so we need to add that uv map and the way i'm going to do that is by clicking up here and i'm actually going to mark some seams so control e and mark a scene with that edge ring selected so that means that basically imagine taking like an exacto knife and slicing around there so that's a relatively flat surface so it should unwrap just fine let's take a look at that actually and we can let's just like grow our selection to that point and so we'll do u and unwrap actually i guess you technically wouldn't need to do that but but let's just go let's just get the whole thing unwrapped um so i know i don't need anything i just want this area down here where we're to let's go and take a look at that texture so i want the i want the foil to have this little icon on the top and then this i want down here just kind of on the on the neck of the bottle so let's go back to our i guess we can stay in our uv editor here so that's the uv we just unwrapped i guess we could technically go and place that there if we wanted to but we want to unwrap this other part so let's create another seam so control e and mark seam now if you try to just so we're really not we're not going to put anything there so we don't need to really worry about the unwrapping but if we you and unwrap this now this is the bottom area and we can actually select the whole mesh island here so this is the bottom area and the reason is is imagine you know so anywhere where there's loose geometry on the bottom that's automatically going to be a seam and then we added that seam but don't forget you would also need to have a seam running up and down the edge so i'm going to my edge select here with two and then i'll just kind of basically slice down the back there ctrl e mark seam now when i unwrap it's going to work a lot better so here we can see is our top section or is that the other weird section that's the top section so let's just get that into place something like that and just put that however you want it kieran has a nice message for you all lines of adelaide are the best so he says i've never had wines from adelaide maybe i have now this is that weird area which got unwrapped horribly you can see if we like move it over here and again if you can't see your textures in this view make sure you're in this thing and also if you can't see them make sure you have one selected sometimes if you have something else selected it won't display in the viewport so make sure that's selected sometimes i can create an issue and you can't be in an image editor you have to be in a uv editor this used to be the same thing for some reason they're not anymore so i'm just going to move this i'm just going to scale it really down into a white area so i know that that's not going to be picking anything up now this one we want over here and we want to kind of like rotate it but it's not it's going to be kind of like weirdly aligned so it's not like perfectly flat which is realistic because you know this would be printed flat but then it needs to be wrapped one way so you can just kind of eyeball it as one way but there's also a way you can you can let's just select this ring in this ring with alt click and then we're going to do u and then instead of just unwrap we're going to do follow active quads which will try to straighten it out a little bit better based on whatever the last you know one is selected that highlighted one so you can see this is flattened out a little bit better and that's going to look nicer when we when we place that label so it just it aligns to the bottom a little bit better small details there another thing that if your beginner might kind of skip that because uvs are just not fun so this is looking this is looking good we can kind of just put that wherever we want maybe somewhere right there and of course we can always just rotate this object the foil object around later if we need to point at a different angle so you'll notice though we did lose our color we want to add that back let's go into our shader editor and since i already had it set i'm going to unplug this and then just hovering my mouse over here another place where mouse position is important i'm just going to press ctrl c and then that will copy the color and now what i'm going to do is add in a color ramp and now if we remember correctly the white was the outside area so yes now i'm going to press ctrl v to paste that color and now that we have our color successfully added we could drop this color ramp in the middle of these so plug that color which is black and white and the color ramp works similar to a map range but with color instead of just value so that was going from black to white now we're telling it go from black to red so you'll see what effect that has if we plug it in looking very nice and now you can have some control over the the colors here so maybe i want this to be a white color or maybe i don't want it to be a color at all and i just want to use this for the bump map for example so we could plug this into the normal and then do vector bump and plug that into the height and now you can see we have just a nice little impression there and we can bring that down just a small detail and emboss and then that's doing the same thing up top very nice very classy extra little detail go the extra mile now do i want to add the color back in i might or maybe i just make it like a i should have saw that color copy ctrl v maybe i just bring it up so it's a little bit like darker just kind of just so it's a little more visible but so it still has that bump yeah i think that looks really nice so that's about it for our basic set up actually wait there is one more thing that i did want to do and that's to just break these lines up a very little bit so if you think about the way a glass bottle is made glass starts off like molten as a liquid and then when it cools it doesn't stay necessarily perfectly straight of course in some settings it does but i think in the case of making a wine bottle there would be a little bit of ripple so the way i'm going to create that little bit of ripple is with a texture and we'll use a procedural noise texture for that so similarly like we did earlier is we selected this principle shader press ctrl t which will add in an image texture and it's when it's when you see that pink that means it's looking for texture i can't find one it just uses pink because that's a very obvious to see color but i want this to be plugged into the normal and then of course we're not going to use an image texture so we can select that press shift s again i think that's a node wrangler hotkey shift s switch that texture to a noise texture and then now it's looking for a uv map which this is not uv mapped but we don't need to use a uv map here we can just use this object input and which will do that let's go and add in our bump so that we can see how this is working so with the bump in there you can see that is the noise texture it's kind of creating that ripple obviously way too extreme there you can change the scale up or down depending on what you like but i think leaving this very subtle maybe like a scale of three or something looks nice and then let's go back into our front view here and then start our camera view now we'll turn the strength on this pretty far down and you could maybe even let's leave this strength up while we look at this but you can add a little bit of distortion which will just kind of make it like more ripply if you will so let's maybe turn that to like uh i don't know just turn it up a little bit 1.5 is probably fine and then the strength on this bump i'm going to turn really far down so that it's very slight and here's another node wrangler thing if you press on this bump here and then press m it will mute it so it's like it's still connected but you can see what it looks like without it so there's it on and off just adds you know some very slight variance there maybe you think that's a little bit too much too little you can adjust it you know if we change the scale up too much even if the strength is really low you'll still see it so i'm going to leave it maybe we'll turn up just a tad something like that and maybe we'll bring it back a little bit this should be a very subtle effect but i did want to leave it in there just so that you could see what that looks like and um just an extra little detail to kind of give yourself some realism sometimes you know if you're doing like a photoshop mockup or something it might be missing things like that so you know we're going through all the effort to model this thing up in blender might as well do it right um now did my y okay so my wine is in there so i'm just pressing r twice to kind of do a free rotation take a look at that beautiful bottom that i ignored earlier and now with that empty i let go i can press alt r to snap that rotation back to how it was but yeah just press r twice and kind of spin things around take a look at it and yeah i think that pretty much covers it for the materials if i'm not mistaken so what i'll do next is just go over some settings that we would maybe use in ev to maybe make this look a little bit better and then also you know just setting up a render so that we can actually take this and save out the image take it to our boss show what we did and uh and yeah so this would be you know technically a pretty good stopping point especially if you're a beginner now i may be adding some animation later in the tutorial as well stick around for that but um yeah we're pretty much all set up here if you know how to render an image you're free to leave at this point thanks for being here go use the bathroom take that walk i think i'm about to go take a walk and uh yeah thanks for being here like and subscribe stick around we'll uh we'll be doing some more in the next part [Music] [Music] you
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Channel: Derek Elliott
Views: 102,528
Rating: 4.9712229 out of 5
Keywords: blender tutorial, blender, b3d tutorial, blender 3d, 3d tutorial, easy blender tutorial, quick blender tutorial, simple blender tutorial, beginner blender tutorial, derek elliott, derrk, planets, blender animation, easy animation, blender 2.8, b3d, blender 2.8 animation, fun animation blender, blender 2.8 animate, blender 2.8 tutorials, blender 2.8 tutorial, blender tutorials, asmr asmr voice, blender materials, blender principled, 3d animation, learn3d, how to 3d
Id: PYo4t8wswbg
Channel Id: undefined
Length: 113min 55sec (6835 seconds)
Published: Sun Dec 27 2020
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