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By JorisMX
#377915
The other day I was gathering some recent renders for my Portfolio and remembered I'd never posted any Gallery Images here....

Schwechower Liquor Bottles:
schw_likoer_kirsche_web.jpg
Picture 4.jpg
schw_obstbrand_kirsche_web.jpg
All other versions can be found at the Brands website http://www.schwechower.de/

Modeled in Maya and Zbrush. Though imported in my good old buddy Cinema 4D with Maxwell 2.5
(Not sure which was the latest version before 3.0)

Labels are Photoshopped since there were about 16 different labels to prep.
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By shen.de
#377990
JorisMX wrote:The other day I was gathering some recent renders for my Portfolio and remembered I'd never posted any Gallery Images here....

Schwechower Liquor Bottles:
schw_likoer_kirsche_web.jpg
Picture 4.jpg
schw_obstbrand_kirsche_web.jpg
All other versions can be found at the Brands website http://www.schwechower.de/

Modeled in Maya and Zbrush. Though imported in my good old buddy Cinema 4D with Maxwell 2.5
(Not sure which was the latest version before 3.0)

Labels are Photoshopped since there were about 16 different labels to prep.
ey! ich komm aus Rostock ... warum war das nicht mein Auftrag? :lol:

on the red and orange liquor the area's are way too visible and the reflection boarders are to hard. next time you could try to setup a gradient map in photoshop, save it as mxi and you'se that as area lightsource. the reflections will be much more harmonic with the liquid and glass materials. by this you mimic the way it would be done in a real life photoshoot with softboxes and and diffusors.

additionally you can add a golden reflector plane with just the size of the bootle behind it. it wont be seen because of the diffraction but will add more light inside the bottel and elevate the look of coloured liquids. hit me up with a pm if you want some infos on it :)

cheers
User avatar
By JorisMX
#378010
the area lights used here are HDR's taken from real photo softboxes.
And yeah I use those diffusion/reflector tricks in almost all bottle renders ;)

I prefer the clear and the milky bottles too. But Clients want things shiny and reflective.
I hardly ever had a product viz client that didnt say. MORE REFLECTIONS... thats just how it goes :lol:
By shen.de
#378013
yeah ... I saw the hdri but I was a bitt bothered from the left one hitting the label right on the boarder.

but if the client didn't have any problems with it.

cheers
User avatar
By Gokhan
#378917
it's look nice,specially I loved bottle,congratulations ;)
I have a question;
which application use modelling for bottle?
if possible can you tell me,what is the material parameters of bottle?
I want to create olive-oil bottle but I can not reach such a conclusion..
( I am C4D user and beginner in Maxwell Render..)

Thank you.
User avatar
By JorisMX
#385468
Gokhan wrote:it's look nice,specially I loved bottle,congratulations ;)
I have a question;
which application use modelling for bottle?
if possible can you tell me,what is the material parameters of bottle?
I want to create olive-oil bottle but I can not reach such a conclusion..
( I am C4D user and beginner in Maxwell Render..)

Thank you.
Thanks for the compliments, Gokhan.

It's been a while....

Modeling the bottle was pretty straightforward.

After a failed attempt to get the real bottle cut in half by a company with the proper machinery for it, I opted for the oldschool way...

I built a tiny softbox out of an ordinary desk lamp and some translucent paper I had flying around. Then set up my Digital Camera with longest focal Length my zoom could handle, to get a very planar picture of the original bottle.
The softbox helped accentuating the outlines I needed for modeling and seeing the thickness of the glass.

The result was an image very close to an orthogonal view. I started modeling with revolves ( in maya) for the main body and then starting to tweak the thickness of the glass by eye and photoreference.

I added the plateau for the logogram (in red wax) in zbrush and merged the plateau with the bottle.
The Logogram was made from photo reference and illustrator files for the logo emboss. Also Zbrush.

The final model was finished in maya and brought into Cinema, as requested by the client.

This all sounds pretty planned out, but to be honest it was a process of trial and error. Changing elements and thicknesses - render. Changing glass material - rerender.

I cant really tell you about the material settings. I am working away from home at the moment.
What I can tell you is that I go pretty crazy with layers on the glass and try to do as little comp as possible in this area. There is textures for almost everything you could use for a bottle. Roughness, Bump, Displacement, Reflection map ...

There were 2 different liquid shaders and bottle shaders to allow the client to make variations from 3 base renders using those shaders as combinations (frosted bottle with clear liquid, clear bottle with clear liquid, clear bottle with colored liquid).

I rendered the lables once without the type which were then added in post as there were more than 15 (dont really remember) different lables to be made.

Hope this helps, even if its a tad late ;)

Cheers
Joris
Last edited by JorisMX on Tue Feb 17, 2015 5:58 pm, edited 1 time in total.
User avatar
By Gokhan
#385471
JorisMX wrote:
Gokhan wrote:it's look nice,specially I loved bottle,congratulations ;)
I have a question;
which application use modelling for bottle?
if possible can you tell me,what is the material parameters of bottle?
I want to create olive-oil bottle but I can not reach such a conclusion..
( I am C4D user and beginner in Maxwell Render..)

Thank you.
Thanks for the compliments, Gokhan.

It's been a while....

Modeling the bottle was pretty straightforward.

After a failed attempt to get the real bottle cut in half by a company with the proper machinery for it, I opted for the oldschool way...

I built a tiny softbox out of an ordinary desk lamp and some translucent paper I had flying around. Then set up my Digital Camera with longest focal Length my zoom could handle, to get a very planar picture of the original bottle.
The softbox helped accentuating the outlines I needed for modeling and seeing the thickness of the glass.

The result was an image very close to an orthogonal view. I started modeling with revolves ( in maya) for the main body and then starting to tweak the thickness of the glass by eye and photoreference.

I added the plateau for the logogram (in red wax) in zbrush and merged the plateau with the bottle.
The Logogram was made from photo reference and illustrator files for the logo emboss. Also Zbrush.

The final model was finished in may and brought into Cinema, as requested by the client.

This all sounds pretty planned out, but to be honest it was a process of trial and error. Changing elements and thicknesses - render. Changing glass material - rerender.

I cant really tell you about the material settings. I am working away from home at the moment.
What I can tell you is that I go pretty crazy with layers on the glass and try to do as little comp as possible in this area. There is textures for almost everything you could use for a bottle. Roughness, Bump, Displacement, Reflection map ...

There were 2 different liquid shaders and bottle shaders to allow the client to make variations from 3 base renders using those shaders as combinations (frosted bottle with clear liquid, clear bottle with clear liquid, clear bottle with colored liquid).

I rendered the lables once without the type which were then added in post as there were more than 15 (dont really remember) different lables to be made.

Hope this helps, even if its a tad late ;)

Cheers
Joris
Thank you very much for your information,I found it very useful information in your article.
Thanks again for your interest and help.
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