https://i.ytimg.com/vi/bTaUEBhz0ZE/hqdefault.jpg
Hey everybody! 😀
So today I wanna show some homies how to get labels on bottles and different materials, also embedded glass bonus!
The goals is to give the most efficient way of doing this, not to provide a solid tutorial of how to achieve a great bottle (because let’s be honest here I suck at making labels)
technique can also be used for decals, stickers and all that.
also check out http://www.creativeshrimp.com/ for awesome lighting
have fun! 😀
source
36 responses to “Blender Tutorial – Labels and Different Materials on one object”
Get some lessons in voiceover work. Just say what needs to be said without all the heavy-breathing fillers and disfluencies.
A tutorial requires you to explain everything your are doing, not going full speed the whole video expecting everyone to understand. Do not call it TUTORIAL if you're not going to do that.
thank you for showing in the left bottom what buttons you've pressed!!! that helped me so much. thanks a lot that tutorial is awesome 🙂
You could have done this entire tutorial with just ONE UV. You can use multiple materials/textures without having more than one set of UVs! You can make a cube for example, have six textures (one on each side) and even one side with a logo texture over another textuer (7 total textures) with just ONE UV. How? More than one material/shader.
Keep in mind that first you can only have 8 UV (but unlimited textures/materials), second each time you make a UV it adds UV coordinates for ALL of the vertices in your mesh, selected or not.
What most people do is use ONE UV (except in rare occasions and usually NOT in games), then they use MANY materials which they then bake (to reduce drawcalls in a game engine because each material causes the object to redraw itself) out their Difuse, Normal, Ambient, Specular, etc Texture maps. So many Youtube videos do this same mistake, its like nobody knows what the difference is between a texture map and UV coordinates, so they keep propagating this same incorrect info 🙁
12:54 – Too funny
WORSE TUTO EVER!!
You REALLY should tell people you're using the node wrangler add-on. It's very confusing for a lot of people who have no idea what your ctrl T and how you use the viewer node.
great explanation thank you
4:25 its not a fucking tutorial if you dont explain wtf youre doing
You are THE MASTER!!!
that was helpful, thanks!
Please show Reference Image Link
learnt a lot. Thanx!!!
Love and liked this video! Hey buddy, please how do i uv wrap and image on top another uv wraped image texture? The reason is that on my label there are parts that should be gold which means they have to be separate glossy images on top of my main label
Thanks for your great tutorial with many useful tips how to keep it simple.
great tutorial!better if you can stop making lip smacking sounds or wateva!thank you 😀
Very smart tutorial
Thank you Sir!
I couldn't hear the shortcuts at the start
Thanks a lot!
I've been trying lots of tuts on dealing with labels, stickers, decals on bottles, glasses and so on. This node tree worked perfectly! Thanks a lot!
Thank you very much,
very, very much sir
You, you sir have been the only one who has been able to explain this to me
For the displacement now in Blender 2.7 ish you can use the Dynamic Topo tools to add the glass stamp to "make it real", use a sculpt mode texture stamp, essentially., and it will only add additional tris on the mesh where you need them
Great tutorial, and extremely helpful. You got me 90% of the way to where I needed to be. Working with more recent Blender, you don't have to worry about repeating images. Not sure when it changed, but there's an extra field, now, in the Image Texture node that lets you pick Repeat, Extend, or Clip. Setting it to "Clip" will keep the image from repeating, so you can just dump the un-used UVs completely off the image. Also, for Vector input to the image node, there is a new "UVMap" input node that takes care of picking which UV map you're using (no copy/paste needed—it comes up with the list of UVs). It also takes care of the coordinate mapping, so you don't need the coordinate node.
I'm going to have to experiment with it more, but I have been able to unwrap ONLY the faces I want to map, and not even bother with the rest of the faces (shrinking and dragging them off, etc). It's finicky, (I haven't figured out a way to remove unwanted faces from the UV map) but I'll figure out how it works.
4:26 i cant find the viewer node. anyone can help me.
This node tree is great for rendering images but I can't seem to find a way to unify the UV maps in the DATA to transfer to a game that needs one UV Map for the label and the embed technique. Suggestions? Thank you!
Thank you soooo much!
Good tutorial but not suitable for a beginner. Cause you use a lot shortcut. this is my opinion only.
Can you tell how to do this in blender render to? i wonder cause i want to be able to export my model like obj file for game engines. I not found any way of doing that when making in blender cycle.
Hello I have liked your video, it is quite good . but I must add one thing about the last option you use. If you want a "real" displacement with nodes you need more subdivisions like you have said in the video furthermore select the option of experimental options if you want this characteristic works. you should explain that in other time.
This tutorial helped me so much…Thank you!
Wonderful tut!
Thank you! Just Great!!
Hi nice tutorial! but I can't find option displacement method in object data. How I can fix that?
Fantastic tutorial. A great demonstration on a number of great Blender techniques. This would have saved me weeks of tinkering on my last project. Thanks for sharing!
Nice tutorial man!