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Smirnoff Bottle

Posted: Fri Feb 20, 2009 8:32 pm
by itsallgoode9
So this is my first image i've posted on the site. I do alot of bottle renderings for liquor companies, but I'm always on such short deadlines that I never have time to noodle away at the super tiny details, so that's what this project is for.

I just wanted to take some time and do a really detailed render now that I have time to worry about all the tiny stuff.

Here's where i'm at with the cap. I need to work on the material a bit more, it feels a bit too dull and lacks the "pop" of the real cap. It feels a bit like shiny rubber or slightly textured plastic instead of shiny red coated aluminium, but i think that will be easily taken care of. There's a few more details missing that i want to get to, but will probably move on to the bottle itself for now and come back to this later.

Any feedback would be great. Thanks!

Image Image

Posted: Fri Feb 20, 2009 8:41 pm
by philmartin
Nice Start.

Posted: Fri Feb 20, 2009 10:33 pm
by Bubbaloo
Looks good. What is your 3d modelling program?

Posted: Fri Feb 20, 2009 10:56 pm
by itsallgoode9
Bubbaloo wrote:Looks good. What is your 3d modelling program?
Thanks.

I use Maya for all the modeling.

Posted: Sun Feb 22, 2009 3:29 am
by itsallgoode9
I updated the images with the glass render I did this morning. I"m pretty happy with the glass overall. The very top "hump" needs something to fix the refractions because they look a bit sloppy and not itentional. I might end up doing that in a separate render and comping in post.

I also need a second layer of larger scale bump mapping on the glass, but i'm not quite sure how to do that in maxwell. Right now i have the small surface imperfections in the glass, but on bottles there is a larger bump map needed that creates refractions due to thickness variances on the glass. How would i layer a second bump map that tiles at a different rate than the first?

Re: Smirnoff Bottle

Posted: Sun Feb 22, 2009 3:57 am
by ivox3
itsallgoode9 wrote:So this is my first image i've posted on the site. I do alot of bottle renderings for liquor companies, but I'm always on such short deadlines that I never have time to noodle away at the super tiny details, so that's what this project is for.

I just wanted to take some time and do a really detailed render now that I have time to worry about all the tiny stuff.

Here's where i'm at with the cap. I need to work on the material a bit more, it feels a bit too dull and lacks the "pop" of the real cap. It feels a bit like shiny rubber or slightly textured plastic instead of shiny red coated aluminium, but i think that will be easily taken care of. There's a few more details missing that i want to get to, but will probably move on to the bottle itself for now and come back to this later.

Any feedback would be great. Thanks!

The material doesn't look as off as you think -- Get it in focus a bit more and maybe use some soft side lights, .. you might just get that pop.

Image
The material doesn't look as off as you think -- Get it in focus a bit more and maybe use some soft side lights, .. you might just get that pop.

Posted: Sun Feb 22, 2009 5:36 am
by Bubbaloo
itsallgoode9 wrote:How would i layer a second bump map that tiles at a different rate than the first?
If it was me I would apply a noise modifier to the bottle geometry (I'm using Max, I'm sure there is something similar in Maya). But you could also add a second "large bump" layer and just tile your "little bump" map as needed. Third option, make one map combining the 2 in PS, tiling the smaller one.

Posted: Sun Feb 22, 2009 11:05 am
by itsallgoode9
Bubbaloo wrote:
itsallgoode9 wrote:How would i layer a second bump map that tiles at a different rate than the first?
If it was me I would apply a noise modifier to the bottle geometry (I'm using Max, I'm sure there is something similar in Maya). But you could also add a second "large bump" layer and just tile your "little bump" map as needed. Third option, make one map combining the 2 in PS, tiling the smaller one.
thank you for the advice Bubbaloo ....I think for the look i'm wanting i'll proabably try a displacement first and see how that goes.

I realized that I don't need to do any layered bump mapping or anything, I just need to add a displacment to the vodka instead of the of to the bottle. We'll see how that goes.

Posted: Mon Feb 23, 2009 8:27 pm
by jvanmetre
very nice...

Is that a bump for lettering on the bottle and for the gripping area of the cap? The cap is pretty convincing.

Looking forward to seeing the final.

jvm

Posted: Mon Feb 23, 2009 9:25 pm
by itsallgoode9
@jvanmetre-- It's a displacment map for the grip and the lettering. I need to do a bit of finessing to the map for the grip because it doesn't look quite correct yet.


@bubbaloo-- I tried both the displacement route and the noise modifer in 3ds max route (maya doesn't have one like max does). Both gave me their own problems.

Discplacement will work but in terms of render time, it slows things down alot. a displacment enclosed in glass isn't the most effiecient things to do :-\

The noise modifer in Max changes the shape of the bottle too much. Maybe i need to look at the settings a bit more, but i wasn't able to get results that I wanted.

Next thing i'm going to try is apply the displacment map in maya then convert the displacment to geo. It will end up with heavier geo, but I think it will be more efficient than redering the displacement map

Posted: Mon Feb 23, 2009 9:31 pm
by Bubbaloo
The noise modifer in Max changes the shape of the bottle too much
The parameters can make the noise so slight, that you have to look close to even notice. I think you should play with the settings (scale and distances). Also, make sure the geometry is sufficiently subdivided to make the noise smooth. For nice refraction/reflection, curved glass needs super high poly geometry. Also, you're other suggestion about making a high poly mesh with displacement in Maya sounds good.

Posted: Sat Mar 07, 2009 6:02 pm
by itsallgoode9
Label Test. This actually isn't the 100% correct lable art, i need to replace it. Also the layer maskign is a bit off in some area right now, but I'm not concerned about that, I am doing test this for materials and lighting. Let me know your thoughts on the material. Thanks!

Image

Posted: Sat Mar 07, 2009 7:45 pm
by Bubbaloo
Looks like your maps are off a bit:
Image

Otherwise, the subtle imperfections look good.

Posted: Sat Mar 07, 2009 8:05 pm
by itsallgoode9
yeah i know there's a bit off in the maps right now, that will be fixed. Thanks for the feedback!

Posted: Tue Mar 31, 2009 7:33 pm
by itsallgoode9
i'm ready to call this quits for now. You can see the final version in the gallery http://www.maxwellrender.com/forum/view ... hp?t=31089

thanks for all of the feedback!