Blender 2.82 TUTORIAL: A Cheeseburger All Procedural Textures
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- Опубликовано: 11 сен 2024
- Your average, everyday cheeseburger modeled in Blender, with step-by-step instructions on building all the procedural textures.
Modeling begins at 0:32
Procedural Textures begin at 13:10
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only needed the lettuce but still made the whole thing cause the tuturial was so nice. Keep it up.
Your tutorials are amazing brother, Keep up the content
Glad you like them!
oh man, look awesome
Thank you. Love the sliced tomatoes part.
great job, looks amazing
is there any way you could send share this file. I'm currently making a 3D menu for a school project but i just don't have the skills required to create such a masterpiece.
thanks
sure, send the request to blendiniyt(AT)gmail.com
nice work
deserves more views
channel deserves more subs
(subbed! :-))
Thanks for the sub!
Why dose that Burger looks so unrealistic? Can you do over this video and make the Burger look real?
I may do a tutorial on making this model photorealistic, but it would definitely take a while to produce, so here's some info that may help.
This tutorial demonstrates procedural textures, but there are several tutorials on photorealism that show the techniques you'd apply to any object or scene, including this burger. Here's a great one that covers the entire process in depth by Blender Guru: ruclips.net/video/R1-Ef54uTeU/видео.html&ab_channel=BlenderGuru
Here's the gist:
1. Modeling: Use real-world references to ensure the model is to scale and has necessary imperfections
2. Materials: Most organic materials have some degree of subsurface; ensure the material settings match real world behavior, something I learned after I made this burger (here's a tutorial on realistic materials; you can skip to the subsurface section here: ruclips.net/video/_5dWa3z7bGw/видео.html
3. Lighting: Use an HDRI to account for real world lighting-- this tutorial used simple point lights.
4. Post Processing: Photography introduces qualities that must be added in after the fact. We do this using compositing nodes like Glare, Motion Blur, Lens Distortion - Dispersion & Disort (which simulate Chromatic Aberration and Barrel Distortion respectively).
With this particular model, the most important changes would probably be adding some unsymmetrical imperfections using reference images or real-world objects as a guide, add an HDRI for lighting, and ensuring the materials adhere to real-world behaviors.
I hope that helps!