So useful!! The final render looks so clean. Really want to know how you do the glass bump on the bottle. If there's a texturing video coming up it will be so awesome. Love your work so much!
That' nice! In my workflow instead of lighting the back with an area light I use an emissive material with a ramp to control the fall-off, works great and you gain speed on render times.
This looks really awesome! Thank you for your insight! Looking forward to the postproduction part and please do the texturing and shading tutorial on this one, too :)
I forgot to add, I think but not 100% sure, that ray depth for refractions and reflections also need to take internal reflections into account. Assuming Redshift calculates these. I find I need to enter much higher than the simple calculation you give here, which I used to use as well. The simple one works for the face on areas, but steeper angles will remain dark. In Modo I use an option to set the exit colour to something obvious, then you can keep increasing the depth until this exit colour is invisible. Or good enough! Sometimes this might be as high as 48 if you want really accurate look. I'm not a redshift user though, so it might treat this a bit differently. Vray is a bit different again, as it tries to fake more depth by making an exit colour sourced from the background. So at first glance it looks better, but actually it is still lacking detail unless you crank up the depth.
Yeah you can crank it higher and higher and it will start to add in these additional details, however, render times start to get crazy haha, so I just bumped it a little to add in the main details :)
Very nice result. I usually use a large area light with an hdri soft box texture for the back. But I’m going to try your method as well. I also stack up a couple of background hdri like you have here. Makes so much richer result. Definitely interested to see your post and texturing workflow.
Hello Ross, great tutorial! I am wondering What you have done to catch the Shadow from the bottle? I Can see you have used a render tag and a material that looks rather Black? Can you please elaborate on your method? Or maybe Be so kind to share your project file? Have a great one!!
Hi Ross, I really thank you for making this tutorial. It was a big help for a budding artists like me.... Can you please make a tutorial on modeling this bottle as I can see lots of details in render (like subdivision, bump, etc) but I cannot see them on viewport wireframe. Is there a easy way to do it in render engine? Again a lot of love from my side for this tutorial...
super nice:) can you do a tutorial on the water on the lazy estate renders? they look amazing!! or link to the tutorial you watched - if you did ;) thanks man!
Thanks a lot man for all these inspiring and helpfull videos. You do amazing work. Bravo ! I have question, What would it be for you the best way, in term of realism and high resolution speed rendering, to make a a bottle frosted glass material ? Merci par avance best
Hi Alex, I really appreciate the kind words! I would just increase the roughness of the refraction ever so slightly - this should give you the result you're after :)
Hello Ross, amazing video. Thanks for the render setting clarification. Is there any chance you could share how to texture these bottle labels in Redshift. Texturing and Shading 3D models. Thank you for your content.
@@iamrossmason You know exactly what I am after. :) Thanks for the update and again fantastic content. I have spoke about your channel in my last video.
Hey Ross, perfect tutorial, I'm trying to develop my techniques to make some product viz. like this. I just have a doubt, is it possible to select the object where the light will be applied? like, I want this soft box lighting only the left side of the label and not the bottle... is it possible?
Hi Ross, I have a question can you please help me out? Where shall we place the liquid of the bottles? (Between the inner wall and outer wall like that).
Thank you! Since this was a client project I won’t be able to share this project file I’m afraid, however, I’m going to work on a similar one which I will be able to share :)
I love how simple to follow this tutorial is, while being so high in output quality. Thanks mate
So useful!! The final render looks so clean. Really want to know how you do the glass bump on the bottle. If there's a texturing video coming up it will be so awesome. Love your work so much!
Just released a texturing video which I think will help you out with this :)
@@iamrossmason yup, I also saw that video... Lots of love to you... It was very helpfull.... Thank you so much...
Yes I watched that video immediately when you released 😍 thank you so much!
That' nice! In my workflow instead of lighting the back with an area light I use an emissive material with a ramp to control the fall-off, works great and you gain speed on render times.
This is a really cool technique, I'll give it a go!
that bottle is looking magnificent! Great work Ross
Thank you Murtox, I really appreciate it!
What a nice tip with redshift settings! Haven’t seen it anywhere, your tutors are priceless 💎
Thank you! Glad I could help :)
This looks really awesome! Thank you for your insight! Looking forward to the postproduction part and please do the texturing and shading tutorial on this one, too :)
Texturing one is out now dude! Thank you for the kind words :)
Great as always Ross! Love these Sunday releases.
Thank you Daniel! I really appreciate your support
So clean! Please to the texturing and shading tutorial as well! Would love to see how you approach things
Texturing video is out now man :)
I forgot to add, I think but not 100% sure, that ray depth for refractions and reflections also need to take internal reflections into account. Assuming Redshift calculates these. I find I need to enter much higher than the simple calculation you give here, which I used to use as well. The simple one works for the face on areas, but steeper angles will remain dark. In Modo I use an option to set the exit colour to something obvious, then you can keep increasing the depth until this exit colour is invisible. Or good enough! Sometimes this might be as high as 48 if you want really accurate look. I'm not a redshift user though, so it might treat this a bit differently. Vray is a bit different again, as it tries to fake more depth by making an exit colour sourced from the background. So at first glance it looks better, but actually it is still lacking detail unless you crank up the depth.
Yeah you can crank it higher and higher and it will start to add in these additional details, however, render times start to get crazy haha, so I just bumped it a little to add in the main details :)
Very nice result. I usually use a large area light with an hdri soft box texture for the back. But I’m going to try your method as well. I also stack up a couple of background hdri like you have here. Makes so much richer result. Definitely interested to see your post and texturing workflow.
Yeah everyone has their own methods and it's always worth experimenting with different techniques. Thank you for your support :)
Thank you!! I’ve learnt a lot 🥺
So high quality wow thank you so much
1:57 By the file name "ALM2" It's likely some soft box from Greyscale Gorillas Area Light Maps vol 2
Love your work, Fam! X
Super helpful ! Thanks a bunch!!
Thank you Max, glad it was helpful!
super interesting insights thanks
Nice Tutorial
Thank you Ross
Thank you!
Great work!!! So realistic...
Thank you Milinda!
Great tutorial, thanks! Couldn't find the project files on gumroad though?
This is super cool! Thank you. I’d love to know how about the texturing process.
Fab - thanks so much for sharing!
Thank you for watching!
Thanks for the video!
Thank you!
wow thank you bro 💗💗
Thank you for the support dude!
its amazing,i want to know how solve the problem about the black spot in the glass finally,my English is poor, i wish you know what i say
Fantastic! THK
_______________
Thank you!
Hello Ross, great tutorial!
I am wondering What you have done to catch the Shadow from the bottle?
I Can see you have used a render tag and a material that looks rather Black?
Can you please elaborate on your method? Or maybe Be so kind to share your project file?
Have a great one!!
Hi Ross,
I really thank you for making this tutorial. It was a big help for a budding artists like me.... Can you please make a tutorial on modeling this bottle as I can see lots of details in render (like subdivision, bump, etc) but I cannot see them on viewport wireframe. Is there a easy way to do it in render engine? Again a lot of love from my side for this tutorial...
Hey dude, really appreciate the kind words! This will be coming up soon :)
super nice:) can you do a tutorial on the water on the lazy estate renders? they look amazing!! or link to the tutorial you watched - if you did ;) thanks man!
This is coming soon. Appreciate your support!
Thanks a lot man for all these inspiring and helpfull videos.
You do amazing work. Bravo !
I have question,
What would it be for you the best way, in term of realism and high resolution speed rendering, to make a a bottle frosted glass material ?
Merci par avance
best
Hi Alex, I really appreciate the kind words! I would just increase the roughness of the refraction ever so slightly - this should give you the result you're after :)
Yeah texturing the bottle tute would be great. How is the liquid done? Is it actual “liquid” object or is it in the bottle shader?
Recent video should help out with this :)
Hello Ross, amazing video. Thanks for the render setting clarification. Is there any chance you could share how to texture these bottle labels in Redshift. Texturing and Shading 3D models. Thank you for your content.
Hey Stepan, I recently uploaded the second part of this where I go over how to texture the label and glass, hopefully it helps!
@@iamrossmason You know exactly what I am after. :) Thanks for the update and again fantastic content. I have spoke about your channel in my last video.
Very cool tutorial, love it!
Do you also use octane render engine or just a redshift?
Thank you! At the moment I'm strictly using Redshift :)
Hey Ross, perfect tutorial, I'm trying to develop my techniques to make some product viz. like this.
I just have a doubt, is it possible to select the object where the light will be applied? like, I want this soft box lighting only the left side of the label and not the bottle... is it possible?
Hi
Can you show us your modeling process and also the line between the liquid and inner wall of the glass ? Thanks
Working on this as we speak! Thank you :)
Noticed you don't use [Input color profile: Linear] in project settings. Personal preference? Heard there's some merit in going fully linear.
I haven't actually looked into this properly - It's something I need to research further :)
Hi Ross,
I have a question can you please help me out? Where shall we place the liquid of the bottles? (Between the inner wall and outer wall like that).
I talked about this on my recent texturing video, hopefully that helps to answer your question :)
EN LOS CURSOS DE USTED NO ESTA ESTE
Can you update this to 2024 and put it back on gumroad? insta purchase!
Can we buy the 3d files?
so sick.
are u gonna share this project file?
Thank you! Since this was a client project I won’t be able to share this project file I’m afraid, however, I’m going to work on a similar one which I will be able to share :)
@@iamrossmason awesome dude
🔥Can you show how to model such a bottle with ridges?
He probably did it with displacement maps - he has a tut on it on his channel
Just released a video on the texturing part of this scene. I used bump maps for the embossing, hope this helps :)
@@iamrossmason Thank you, Ross) Checking it out rn
@@dennisbranson7816 Let me know what you think when you’ve watched it 🙌🏼
where can i get this softbox texture?please
Softbox textures are from GreyScaleGorilla.
Yeah all from GSG :)