Making a glass and a wine bottle with C4D Print E-mail
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Making a glass and a wine bottle with C4D
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This tutorial demonstrates ways to make a glass, its materials and the content inside the glass. I made the model in c4d r9, but It can be done with lower versions (just to try it, I got a  very similar result with cinema ce6).

 

 

 

 

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 And yes…. Sorry about my bad English. I think you’ll understand.

 

It consists of three parts: Making the glass, making the bottle, and making the scene.

 

You can find assorted files and finished scene here  

 

PART 1  -  MODELLING THE GLASS

 

  You can use blueprints for this, but they are not necessary. I didn’t use them. So, go to Objects/Spline Object. This will create a blank spline. While holding CTRL, draw  one half of the glass. You should have in mind the following:

When you are tracing the upper part of the glass (the hollow part) distance between inner and outer part of the spline must be so small, that it’s nearly invisible when you zoom out.

The “leg” of the glass must be filled.

Type of the spline MUST be Linear.  

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Here’s what i got:

 

 

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(i made a mistake in this pic. In the lower part of the glass, each point needs a partner. I drew them on the pic)

When you are done tracing the glass, insert a LatheNURBS object. Place the spline in it. Now you have the glass. For more “smoothity” insert a HyperNURBS  object. Place the LatheNURBS in it. Voila!

 

 

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We are now done with part one.

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PART 1.2 – ADDING A MATERIAL TO THE GLASS

 

This is the first tricky part with this model. You have to get it right if you want your glass to look…. Well, glassy!

Create a new material. Name it…….. hm…… I don’t know…… glass, maybe? Double click it.

 

Color.

The colour channel of the glass must be pure white (R 255, G 255, B255) and brightness 100%.

 

 

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Diffusion.

I use diffusion if I want to make dirt and such. But, it can also represent the light dissipation. There is almost no dissipation on glass, so set the brightness to 19% (I said almost, didn’t I ?). Also, uncheck the Influence Specular checkbox.

 

 

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Transparency.

Now, this is tricky. We want the glass to be transparent, right? If we only put the transparency brightness to 100% it will become invisible. Ok, let’s add some refraction. Type in 1.52. if you render the scene, you won’t be satisfied. Hmmm… what should we do? Ah, lets add a shader! Choose Fresnel as a shader. Click the Fresnel image to edit it.  Middle of the gradient should be pure white. There should also be some pale grey tones on the edges.

 

 

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Reflection.

If we take the default reflection, it will equally reflect everything on the whole glass surface. We want a subtle reflection. To do that, we need our good old friend Mr. Fresnel. Again, click the image to edit it. One end of the gradient should be dark gray, the other pure black.

 

 

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Specular.

This channel differs in the newest versions of C4D. If you own an older version of Cinema 4D, don’t worry, I’ll explain what to do with them too.

 

 

- old versions (under 7). Since there is no inner width and fallof, type this:

Height 650

Width 0

 

- versions (above 7).

Height 100

Width 12

Falloff  0

Inner width 25

 

 

Illumination. (this channel does not exist in the older versions. If you own one, don’t worry, this isn’t very important)

 

Since the default shader is Phong, it puts highlights on both sides of the glass. We don’t want that. So change it to Blinn.

 

Drag the material onto the glass. If you did it all right, you will be satisfied with the result:

 

 

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That completes the second part.

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PART 1.3 – MAKING LIQUID INSIDE THE GLASS

 

 This part is the easiest. It only involves editing already made stuff.

 

To make the shape of liquid, we are going to copy lower polygons of the hollow part. Since our glass is made of two layers, inner and outer, we are going to select only the outer layer. To make sure you do that right, in the Selection tool active object  choose only select visible elements. Now, using common sense, select polygons that would represent the  liquid. Go to Functions/Split. Select the splitted object and drag it out. Notice that our wine has no top (lid?!). We can add the top in 2 ways. First is for users of the newer versions and the second one for older versions.

 

 

1. Select the splitted object. Go to polygon selection. Choose a poly and press CTRL + a.

 This will select all polys. Now go to Structure / close polygon hole. Move the mouse on top of the hole. If nothing happens, try to move your cursor to an edge. Close the hole by clicking. Done! Now we have a finished liquid object.

 

 

2. (old versions) Select all vertexes around the hole (only the topmost ones, those that make a circle). Press B. Bridge the surface carefully.

 

Scale the new part a bit (scale it so it’s a  bit smaller than the actual glass).

 

Place it inside the glass.

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PART 1.4 – MAKING LIQUID MATERIAL

 

To make a wine material, we are going to edit the glass material. First copy and paste it. Double click the copied material. Edit only what is mentioned here:

 

Transparency.

Change the transparency colour to dark red (burgundy). It will instantly decrease the transparency (which is what we want). Wine isn’t as reflective as glass, so turn it down a bit. I don’t want to give you the exact parameters, because then you can make it as you like.

DONE!

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PART 1.5 – MAKING THE ENVIRONMENT

 

Insert 3 planes to the scene and position them as shown:

 

 

 

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(this is a render, don't worry if your project doesn't look like this yet)

Insert a light. Default omni will do nicely. Go to the properties of the light you just made. For the shadow type,  choose Soft shadow. No need for anything else.

 

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