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:: Post Date: 2009-11-19 14:33:26 [Post Comment] [Post Articles]
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Modeling of Coca-Cola Bottle
Software Used: Autodesk Maya Author: Hamed Sabri
Introduction: This tutorial is intended to show you how to make a Coca-Cola bottle using Maya. Although, you may think making a bottle is trivial, but it is easy to overlook some of the tiny details that make your final image more desirable to watch. I will also try to give you some tips, which can help you with your workflow when you are modeling in Maya. Alright, we start off by doing a fast R&D and try to find as many references as we can to make our life easier during the modeling process. Here are some of the images I found on the internet....simply search for “Coca-Cola Bottle” in Google and you should find tons of good references.
In this tutorial we are going to make the “Coca-Cola Classic” since it has some complex details. We divide the model to three major parts (Top - Middle - Bottom). This way it is easier for you deal with each part and also decide what technique to use next.
Step 1: First we need to setup up our “Image Plane” for the side view in Maya.
Make sure that Image plane’s Center X is a negative value so it won’t block your model.
Step2: Modeling the middle part: To model the middle part we simply start with an “EP curve tool” to create half silhouette of the bottle. While EP Curve is selected hit insert and make sure the pivot is somewhere in center of the bottle.
Next select “Surfaces->Revolve”, leave the default options to what they are. Now, we have a base shape to work with.
Since this shape is a NURBS surface, we need to convert it to a Polygon mesh.
Also, we no longer need the NURBS surface, so simply just delete it.
Select half of the object and delete it, then “Duplicate” the other half as an instance. Next, move the vertices according to following image. Try your best to match the vertices as close as possible to the reference image.
Step3:
Modeling the Cap and Treads:
Make a “poly Pipe” and position is under the cap. You are almost done with the Cap.
Now, make a triangular tread and align it with a cap door. You can use Vertex snap tools by holding “V” to make sure the tread is aligned properly. Make sure the pivot is exactly in the center of cap. Press “E” to switch to rotate mode then “Duplicate” it to make 20 treads.
Step 4:
Use “Select->Select Edge Loop Tool” to add a new edge to the sphere where middle part ends, so we can delete the upper half of sphere.
Select all vertices at the bottom of sphere and scale them on “Y” axis until they are lined up. While there are still selected move them up on “Y” axis to line up with its upper edge. See the following image and use it as your guide.
Here is what you should have so far. Press “3” to see the object is smooth preview.
Next, add new edge loops at the end of bottom part. Assign a red color material to those polys that we don’t need to work with. This way, you can focus on other parts and won’t get confused later when we extrude the polys between them.
Now, try to extrude the polygons at the center to something similar to following image:
Next, we extrude the polys between those polys we already colored and extrude them two times towards inside. I have selected the edges where the second extrude should occur for your guide.
Here is what we have so far. I also assigned a nice default Blinn shader to it so we no longer see the red areas.
Step 5:
Once you are done, merge all the vertices together and extrude the middle towards inside where middle and bottom part are connected. Call the new object “Bottle”.
Step 6:
Step 7: Tip
Step 8:
Once, you are done with UV’s Export the model back to Maya.
Transfer UV maps:
Do this step for the rest of 19 treads. Once you are done, all the UV’s are perfectly piled up on top of each other. Merge all the tread to one object. Call the new object “Cap’s Tread” Step 10:
While “UV Reference” layer is selected change it’s style from “Normal” to “Multiply”, so you can see the layers underneath. Make a new layer under the “UV Reference” and call it “Bump”.
Now, we need to gather some images to draw “CocaCola Logo”, and “small dots” on our bottle. To make the small dots under Logo I used the following texture.
The rest of small dots can be simply made by using “Ellipse Tool” in Photoshop and duplicating them using “Alt+Drag”.
Here is the “Coca-Cola Logo” I found on Google which is a nice high resolution image with transparency. Simply, convert the color to white with black background.
Now that we have all the images we need, you can start aligning them on our UV we exported from Maya. Here is what I came up with.
Step 11:
Apply the Blinn shader to our CocaCola bottle. Make sure “Smooth shade all”, “Textured”, “High quality” is check on, so we can see how our bump map looks like in the viewport. You should get something similar to this: Conclusion:
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| So Thanks Agha Hamed... My Email: Omidrezasaadat@gmail.com Baz Ham Mitunam az tarh haye aalit estefadeh konam? mamnun misham. |