Introduction

In this new video for 3ds max we’ll continue working at the photoreal beer bottle. This time we’ll focus to finalize it tweaking shaders, lighting and adding secondary effects.

What we’ll do

In this 2nd part of photoreal beer bottle we’ll work to finalize look development, so we’ll start preparing some simple textures useful to add details to the bottle, using Combustion and adding it to the glass shader, then we’ll tune the main shader and add water bubbles all over it using Particle Flow. We’ll tweak the beer shaders to make it more realistic using the glossy refraction and then we’ll add details to the various glass materials using some noise over bump channel to make it more irregular and photoreal. We’ll tune a little bit lighting too and we’ll add a HDRI reflection map to have environmental reflection.

Photoreal beer bottlePhotoreal beer bottle

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Discussion

6 Responses to “Photoreal beer bottle – Part 2”
  1. Posts: 6

    Great Tutorial.

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    1
    Aug 22, 2012 at 8:48 am
  2. Mark
    Posts: 2

    1 word AWESOME!!!!

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    2
    Sep 15, 2012 at 9:03 pm
    • Posts: 918

      Thanks Mark, in the future we’ll publish more tutorials about photoreal render and we’ll move step by step to an higher quality output.

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      2.1
      Sep 19, 2012 at 1:17 am
  3. Posts: 8

    Very nice tutorial
    thank you

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    3
    Jan 22, 2013 at 4:20 am

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