SakeTami
Paul Esteves
Paul Esteves

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015 - Modeling the Perfume Bottle

In this tutorial we'll go over the modeling of the bottle. 

015 - Modeling the Perfume Bottle

Comments

Hey Joel, I used these packs for the cap: https://mrdavids1.gumroad.com/l/XuEhS?layout=profile They're great.

Paul Esteves

Hi Paul, could you recommend where to get displacement textures from? (like the ones you were using on the cap.) Thank you!

Joel Taylor

Awesome! Really excited to see what you've come up with!

Paul Esteves

I figured it out! I was able to make a cool label in PS, thanks!

Derek F

Do you mean the texture? Or the UV layout? The UV layout I will save it small or whatever resolution. I'm generally just using it as a rough guide. If I need to get VERY precise, I can save it it out as a bigger file. But I'm seldom doing that level of detail. For the actual texture, I'll usually save out 4k jpegs, png or tiff files. I used to use pngs a lot, but i'm migrating away from them as they are not the best file format to use I've found.

Paul Esteves

Thanks Paul, and no worries. Do you usually save the UV island as a PNG, or a PSD? Not sure if it matters....I have PS on my Mac, so I have to save it as a PNG (i couldn't get PSD to work) and then bring it over from PC to Mac. Also, do you increase the resolution when exporting? thanks

Derek F

Hi Derek, apologies for such a late reply, I was away with my family. My general workflow with UVs and creating custom images in Photoshop is to save out the UV island. In Houdini, you can right click a node and "save" - "texture uv to image." You can then use this in photoshop to guide where you place images, etc. Then if you save this, you can use it directly in Redshift or Karma. Just assign the texture to UV or UV2. Hope that helps!

Paul Esteves

Is there a way to export out the UV2 for the label as a PSD file to make a custom label, and then re-import that back in? Or is the usual workflow just to create a PNG of some sort and 'make it work' on the existing Label UVs? thanks!

Derek F

Oh awesome, thanks! I find the polybridge a really weird node, so many options for something that should be so seemingly simple, i feel! I'd love to see your vex version when you're done!

Paul Esteves

Hey Paul .. excellent tutorial ... here is a tip on the polybridge edge shift issue you encountered. On the paring tab there is an Implicit Pairing option - set to Use Edge Counts. This should bridge the gap perfectly. It did for me anyway. I am using your tutorial to build my own vex approach ... this was a good one thanks as always.

Mike D

Thank you very much Paul.

David Lesser

I used a displacement from Travis Davids: https://mrdavids1.gumroad.com/l/bude?layout=profile It was either pack 1 or pack 2. Both are great and I highly recommend them.

Paul Esteves

Thanks David, really appreciate the comment!

Paul Esteves

One question: Where did you get your displacement maps for the cap? Thanks a lot.

David Lesser

Wonderful tutorial! I like your style very much.

David Lesser

Agreed, which is a shame because when you start learning to "model" in Houdini it's super fun and powerful to make things quickly. It's not poly modeling, so, sometimes you can get as much detail as you may want, but, you can get very close!

Paul Esteves

This is great. There are surprisingly few Houdini modeling resources.

Ed Gordon


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