Turn a 2D image to 3D using Blender - Tutorial 2022

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perhaps you have an image of a product that you need a 3d model of so how do you take the 2d image and create a 3d object out of it here's how you do it [Music] so let's create a new project and we're going to delete these stuff because we don't need them and we're going to change our render engine to cycles now what we want to do is we want to bring in the reference image to blender to start modeling so if we press one on the key numpad we go into side view and inside we view we're gonna add an object with shift a we go down to image and reference now locate your image and import so what we get here is basically a playing with the image on it so we can use this as a reference so if we go back into site view again with numpad one we are gonna start start blocking out the rough shape of the bottle so what you want to do is you want to think about what basic geometry would fit the product that you're trying to model so as this is a bottle a cylinder would be the best choice for us so we're going to start by importing a cylinder and we're going to use s and drag to scale it down so now we want to align it to the rough shape of the bottle so we're going to use g to move the object and we're going to scale it up a bit like that and now we want to move it down to the bottom of the bottle so g again and to move on the set axis we can press z and just drag it down now we want to extrude this cylinder to fit the whole shape of the bottle so we need to go into edit mode by pressing tab and we need to extrude this up to the top of the bottle just a side note if you were to select these vertices and start moving them like this in side view everything looks fine but if you go into perspective view and go on the back here you can see that the back vertices didn't the issue here is that we are only selecting the vertices that we can see from this view to fix this if we just go back and undo what we did here we need to go into something called x-ray mode so up here this toggle right here toggles what we call x-ray mode and what this does is that everything in the select box gets selected even it's if it's behind other vertices or objects so now if we select from our side view everything behind is also getting selected so that's exactly what we want so with this top verses selected we're going to move them up by pressing g and z again and we're going to move them up to the top of the bottle here now if we zoom in a little you can see here quite blurry but if but the bottle actually goes under the cap the neck of the bottle so to create this what we want to do is we want to press e and that creates an extrusion of the vertices that we had selected and we want to align them with the bottom of the neck here and then if we press s to scale down and we scale them down to align with the neck and then extrude up again we create this nick right here all right so now we have the glass bottle model and we want to continue modeling the cap so to do this we're just going to keep extruding and do the rough shape of the cap as well so if we press e and scale up and then we press e again to bring it up and e scale e bring up and there you go so if we go out of edit mode with tab and we go out of x-ray mode we can take a look at the rough model here and we can actually also remove the reference image and as you see we have the rough shape but it's still quite uh choppy and not as smooth as the reference so we're gonna fix this so how we're gonna do is we're gonna select object object again and we're going to to edit mode with tab and we need to smooth out these edges to begin with so how we're going to do this is we're going to go into edge select mode so that we can select whole edges and holding alt we can select the whole edge all around the object so with the edge selected we're going to press ctrl b to create a bevel and if we now drag down you can see here we create a bevel around the whole edge when we do this we can see here that the bevel is quite harsh as well and to fix this we're going to use the scroll wheel to scroll up and that creates more bevel steps to create more vertices all right so when it looks good you can just left click to select and repeat on all the other edges so now we have fixed the edges and we're looking quite good now you can see the geometry is a bit choppy this is because we need to set the shade to smooth by right click and shade to smooth if we bring back the reference you can see here the bottle got a nozzle here a white nozzle and actually the easiest way to do that is just add another cylinder scale it down and place it roughly where the nozzle is now if you want to rotate stuff on an axis you can press r and select the axis set x or y on your keyboard and if you hold ctrl you can actually snap to an increment of 5 on the angle so you can see here we get exactly 90 degrees now we need to move it by pressing g and bring it out just a little and we just want the nozzle here to be visible but not extruding too much now we've got the rough shape of the whole bottle we're going to start applying the materials so what we're going to do is we're going to go into shading and now the issue is that if we were to add a new material you can either go into material here or new or if you have object selected here you can press new here all right so now we have this material added if we were to change this to a different color you can see there that the whole bottle is changing and actually what we want to do is we want to have separate materials for every part of the bottle so how we do this is we go into edit mode again we're going to make sure we have x-ray mode activated we're going to go into side view so what what we want to do here is we want to select the different parts that are going to have different materials so if we choose face select here we can start selecting the faces that will have the same material so we're going to start with the cap and make sure everything here is selected and nothing is selected by mistake and we're going to create a new material and we're going to name this cap and assign so now we're going to assign the material to the vertices that we have selected so now if we were to change the color you can see here the whole bottle is still changing but that is gonna be fixed when we assign a new material to the rest of the bottle so now we have the cap selected and we want to select the rest of the bottle except for the cap so how do you do this the easiest way to do this is to invert our selection and you can easily do this by pressing ctrl and i now if we create a new material by pressing plus here new and we can name this bottle and click assign so now we got two separate materials for each object so let's start with the glass bottle here and what we want to do actually is we're gonna we want to create a glass material so i deleted the default material and we're going to add a glass now connect the glass to the surface and we want to select a rough color that resembles the bottle that we used as a reference so if i bring up the image here again [Music] you can see here we want kind of a dark brown goldish if you want to if you want a better view of the material we can go into render view up here so so now in render view it looks kind of bad because we don't have any light or surfaces that the light can bounce on so to fix this we're gonna just create a basic backdrop so import a plane place the plane under the object scale it up not too much like this all right so and go to edit mode select the back edge here press e to extrude as before and extrude up now you can see here we get this kind of ugly crease here so we want to smooth that out as well using bevel so ctrl b and drag out and there we go now add a light we're going to use area light place above the object scale up and we want to increase the power to about 400 maybe and this is just to view our material a little better so we're not going to stress out about doing perfect lightning so now we can view the material a bit better so now now that we can see our material a little better we can start you know we can start tweak the settings here so actually the only thing that we really need to tweak is the maybe the color here because this is a bit too dark maybe like that all right so starting with the cap i'm going to select the cap and we want to click create kind of a plastic material and actually we can just use the standard shader principles the shader here so we're going to select the correct color which is black and we want to bring the roughness down to create a glossy plastic look and that's basically it you can adjust the roughness here if you want it to be more diffused or more glossy now for the nozzle here i see that we are missing the little hole that the liquid is going to spray out of so we're going to go into edit mode and we're going to do the same thing where we select the whole edge around here and we're going to press i to insert bring that down and we're going to press e to extrude and bring that back so now we got the little nozzle thing and we're gonna add a material as well and this is just gonna be a basic white and bring down the roughness to make it look kind of plastically so there we go now we got the basic materials put down and we're going to start doing the label so there's a few different way you can do this if you want to be lazy and you already have a picture with the product with a label on it you can actually use the label in the picture in your 3d model or if you have a separate project with the all of the graphics in a separate file you can use that as well which i recommend as it's often better resolution and it gives better colors but we're going to be lazy here to do this we want to create the label geometry and actually we're just going to take some geometry of our bottle here so to do this we want to go back into site view we want to go in select bottle go into edit mode and we want to select the [Music] faces where we want the label to be so maybe from here also you need to make sure you're not in x-ray mode to not select any faces behind the object so we're going to select these ones all the way out here all right so with this face selected we're going to duplicate by pressing shift d so we get a duplicate of those faces now right click to make sure it stays in the same place that we had them and to make it its own object we're going to right click separate by selection now we can go out of edit mode and select this label by itself and whoops we can actually there you go we can actually move it out of the bottle just a little tiny bit like that and now we need to scale this label to fit the one on the reference so we're going to scale it down kind of like that and we're going to add a new material so we want to add a new material and we want to click see here we go into edit mode select every vertice and assign there you go so now that we have a new material we need to add the texture of the label here so we're going to go into shift a we're going to search for image texture and we're going to select our reference picture here now connect the color to base color and you can see here it looks kind of bad because we have not aligned any of the uvs so go into edit mode again press u and unwrap and that will make sure all the vertices gets unwrapped flatly so we can align with the image now go into uv editing workspace as you can see here we have the uvs lapping overlapping the image here and what we want to do is we just want to align the uvs with the label so if we go into material preview mode we can view how the alignment looks and what we want to do is we just want to use s and r to align these again so scale down r to rotate hold down control if you want to snap to an increment of 5 and scale down and we're going to use g to move it around an issue you may stumble across is that the label is upside down and to fix this we just need to rotate all the uvs 180 degree degrees like that all right so if we're going back into object mode we got the label right here looks kind of good um to make it even better we can go into the materials and we can change the roughness so we're gonna bring the roughness up to one to make it look more like paper and as you can see here a downside of doing this method is that if you have quite a low resolution image the label is also gonna be quite low resolution so if you do have separate images or projects with the graphics i would suggest exporting them as a separate image and using them instead the last thing is the rendering and to do that we need a camera so control a and camera and then position the viewport kind of where you want the camera to be and press ctrl alt 0 to teleport the camera to your view and then you can use double tap g to move the camera around or double tap r to rotate the camera around so all we have to do now is press render and we got a 3d model
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Channel: Lukas Arvell
Views: 84,443
Rating: undefined out of 5
Keywords: 2d image to 3d model, 2d image to 3d model blender, 2d to 3d blender, 3d, VFX, blender, blender 2.8, blender 2d to 3d, blender 3.0, blender 3d, blender image to 3d, blender image to 3d model, blender photo to 3d model, blender tutorial, image to 3d blender, image to 3d model, image to 3d model blender, product design, simple production, tutorial
Id: JHFi_zo6VSM
Channel Id: undefined
Length: 18min 45sec (1125 seconds)
Published: Wed Jan 19 2022
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