In this tutorial I will show you how to model, texture and render a realistic glass.
Step 1: The modeling phrase is easy. For the glass, start with an Cylinder. If you want to use references for the glass. Here is my modeling process of the glass. To make the interior part of the glass use a Shell Modifier. Then add a TurboSmooth Modifier.
Step 2: Now the most important part is the liquid. To make the liquid select the internal polygons of the glass and detach it. You can see the detached polygons in the screenshot:
Step 3: Now go to the Element sub-object level and select the polygons you’ve detached. And then click Flip button to reverse the direction of the surface normals. If you do not flip that faces it’ll make a trouble when you are rendering the liquid.
Step 4: Go to to Border Sub-Object Level and select the border of your detached element and Cap it.
Step 5: Use the Bevel tool to give some edges to liquid. After that add a Turbosmooth Modifier.
Step 6: Now we must add a Push Modifier to the liquid. Because at the moment the detached polygons are touching the glass surface. The liquid surface must over lap the glass surface.
Step 7: Here is a screenshot. The blue object is the liquid and the other is glass. Using the Push Modifier make the liquid bigger than inner glass surface.
Step 8: The other objects are pretty simple. So i will only demonstrate the orange peal. Create a Box Primitive then a Helix shape. Add a Path Deform Binding(WSM) to the Box. Then use Helix as a path. Adjust the settings as necessary. Collapse it and make some modeling for inner and outer parts then put it on the glass.
Step 9: Done. Modeling part of this tutorial is finished. The other pieces which you can see in the screenshot are very basic models.
Step 10: Now we are going to render our model, but there is an important thing to do before the rendering. Open a new Scene then go to the Customize menu > Units Setup . Make the Unit Scale cm. It is necessary for getting a realistic render. Then Merge everything and scale them as necessary.
Step 11: And now I Merged the models to the scene. As you can see in the screenshot, I put three V-Ray Lights and three Omni lights. And for the reflection put a nice texture on a Plane and turn off the Cast Shadow option of the Plane. Then you must model a platform which the glass will stand on.
Step 12: When these things finished, draw a big sphere that will implicate the other objects. Then put a Normal Modifier on to the sphere. And then check the “Flip Normals” box. And put a V-Ray Light Map on to the sphere. After that put a UVW Mapping Modifier on it. Don’t forget to turn off the Cast Shadow from its Object Properties.
Step 13: Now I’m giving you the material settings of the glass and liquid in the screenshot.
Step 14: And the test render settings.
Step 15: And finally the high render settings:
OK, here is my final render.
Step 2: Now the most important part is the liquid. To make the liquid select the internal polygons of the glass and detach it. You can see the detached polygons in the screenshot:
Step 3: Now go to the Element sub-object level and select the polygons you’ve detached. And then click Flip button to reverse the direction of the surface normals. If you do not flip that faces it’ll make a trouble when you are rendering the liquid.
Step 4: Go to to Border Sub-Object Level and select the border of your detached element and Cap it.
Step 5: Use the Bevel tool to give some edges to liquid. After that add a Turbosmooth Modifier.
Step 6: Now we must add a Push Modifier to the liquid. Because at the moment the detached polygons are touching the glass surface. The liquid surface must over lap the glass surface.
Step 7: Here is a screenshot. The blue object is the liquid and the other is glass. Using the Push Modifier make the liquid bigger than inner glass surface.
Step 8: The other objects are pretty simple. So i will only demonstrate the orange peal. Create a Box Primitive then a Helix shape. Add a Path Deform Binding(WSM) to the Box. Then use Helix as a path. Adjust the settings as necessary. Collapse it and make some modeling for inner and outer parts then put it on the glass.
Step 9: Done. Modeling part of this tutorial is finished. The other pieces which you can see in the screenshot are very basic models.
Step 10: Now we are going to render our model, but there is an important thing to do before the rendering. Open a new Scene then go to the Customize menu > Units Setup . Make the Unit Scale cm. It is necessary for getting a realistic render. Then Merge everything and scale them as necessary.
Step 11: And now I Merged the models to the scene. As you can see in the screenshot, I put three V-Ray Lights and three Omni lights. And for the reflection put a nice texture on a Plane and turn off the Cast Shadow option of the Plane. Then you must model a platform which the glass will stand on.
Step 12: When these things finished, draw a big sphere that will implicate the other objects. Then put a Normal Modifier on to the sphere. And then check the “Flip Normals” box. And put a V-Ray Light Map on to the sphere. After that put a UVW Mapping Modifier on it. Don’t forget to turn off the Cast Shadow from its Object Properties.
Step 13: Now I’m giving you the material settings of the glass and liquid in the screenshot.
Step 14: And the test render settings.
Step 15: And finally the high render settings:
OK, here is my final render.
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