3Ds Max - How to create Coke Glass [Pt.1]


Welcome back for more 3Ds Max tutorials, and today we're going to be talkin' about how to create the coca-cola glass.
This maybe hard for some people, as some experiences are required to do this, but don't worry, I'll try to explain it slowly and as clear as I can.

As always, if theres something that's not clear, you can comment on the comment sections below, and I'll gladly help you! :)
So let's get started.

In this first part, I'll divide into 2 sections, the glass and the cola.

1. Creating The Glass
Ok, it's very simple, and if you ever read my previous tutorials about how to make a cup and plate, the way to do it, it's the same. We use lines to do this.
So, let's get over to the line sections, don't forget to change the setting as Corner for initial type & Smooth for Drag Type.

Now after it's done, it's time to do some modifications, to make it even better.


After we done that, we're going to move our pivot center, we don't want to make it on the middle of the glass, but to the bottom. So it will help us on the scale, etc later on. To do this, with the snap tool on, go to the Hierachy Panel, press Affect Pivot Only, then drag our pivot points to the bottom as below picture.

Time to turn this lines into 3D object, the way it's the same as the previous tutorials, go to modifications panel, search and apply Lathe modifier to it.

Right click and convert this model into editable poly, select the bottom part, and erase it.

Then in the border selections, we make a cap for it, the reason is because we don't wanna have any segment on the bottom, so when we smooth it later, the edges wont be so edgy and sharp.

Now chamfer it a little.

To make the sides, as the original model of the glass, theres a surface that is slightly goes in, and to make it, go to the polygon mode, and we use extrude.


2. Creating the Water / Cola
Now we have our glass, but where's the cola? Well, let's make it!
First we need to clone our glass.

Go to the side viewport, inside the polygon mode, select the top part of the glass that we copied (Water), and delete it.

Then resize it, so it won't exceed the glass.

After that, go to the verteces mode and drag the bottom part slightly upward, so by doing this, we make a little space between the water and the glass.

3. Finishing touch
Now, let's add a shell modifier to our glass so it has a thickness.

Go to the bottom verteces, and drag it downward.

And delete the bottom part.

Now, add the turbosmooth modifier, so it has a smoother edges, and on the bottom part, cap it.


Back to the water, on the border mode, cap it.

And that's all for our first part, I hope you guys enjoy it, and sorry if I'm a little bit a rush, I'm going to class now, see you guys later for the next part! :)
1 part / week.


Meet me on Patreon!

Hello guys, how are you??
So, as I promised I'll start to write more advanced tutorials, and recently, when I'm trying to open up some packages from my storages, I found a McDonald Glass (it was a gift from my friend) which is sponsored by Coca-Cola, and suddenly I was thinking about "Hmm... how about if we try to create this glass?"

Then, I go to my laptop, and there where I started.
But, first of all, I also want to thank Mr. Esmael, as I still need some advices from the pro, and he really does a good job and giving me (and I believed some others too) a really great advice, and some tips to create the water drops and the material settings to make it even more realistic (which I will also share it to you guys later on).

He made a tutorials with 3Ds Max 2012, and I realize the UI it's a little bit different from 2015 (Like different replacement of the button), so this time I'll try to share you guys with 3Ds Max 2015 to help those who found some difficulty, and I hope this will help. ^^

The render took me around 59 minutes / 1 hours, and it depends on each computer we are using.

I'll split this tutorials in 4 steps:
  • Creating the 3D model
  • Creating drops of water 
  • Creating ice cubes ft. Massfx 
  • Materials (including logo) and Rendering setting (ft. Vray)
And anyway, I just make a patreon account, and you can visit it here. <Patreon>
Really appreciate any supports! ^^

3Ds Max - How to create a carpet


Good morning everyone, since I've been posting lesser nowadays, so I'm going to post another tutorials, on how to create a carpet, or some people may call it "rug"? or "Shaggy rug"?
I don't know. Let's just call it carpet, shall we? XD

I've been surfing the internet for quite some times, and actually there's so many way to do this, but we'll be covering only one, which is by using "Vray Fur".

But before we begin, there will be some materials that is needed in this tutorials, feel free to download!
Fur Normal Map
Texture

1. Change our model's scale
I don't know if I should do this step in the future, since I assume everyone has already known how to did this as I've repeated it many times, but this time we'll be centimeters.

2. Setting up the plane
It's not like we could directly put fur on the object. So we need to make the body / plane first, thus, we'll be using a chamfer box to make it.

Now it's time to put a noise modifier, as we know, carpet is not as smooth as a glass, it's abit rough. So, go to modifier panel, pick noise, and set as the setting below.

3. Setting up the fur
At this time we're going to use Vray fur, and this can be done in two ways. Either we add a VrayFur modifier, or we can just directly click on our chamferbox, and add a vrayfur from the menu as the picture shown.

At this momment, don't be shock of the hairy fur that pop-ups all of sudden, let's follow up this setting.

We probably feels the hair just so little, and not that many by now, but it doesn't mean it's not hairy. Try to render, and you'll see a bunch of fur has covered up almost all entire plane.
And, still inside the Vrayfur, in the mapping sections, put our normal map to both bend and initial directions.

4. Textures setting
This probably my first time giving guides on materials, so here's the textures' setting that I'm using.

This is the basic setting that we're going to use, in the diffuse button, click on the small square behind it, and pick the bitmap of our texture. You can use your own, or use the one I provided on the tutorials.
And for the reflect, click the small square behind it, and click on mask, and follow this setting.

Last but not least, to give it a little bit more detail, let's add bump, so copy the bitmap of our textures, and drag it to bump column.

And that's all for the tutorials, I hope it's really helping, and as always, don't forget to comment if you have other way to do this, and dont hesitate to share it, so more people will be helped. Sharing is caring! :)

Illustrator - How to create Varsity Effect


Hello guys, welcome back for more Illustrator tutorials. It's been along time since the last tutorials, and to be honest, I still beginner to this software, so let's learn this together, yeah? :)
So the reason I make this category, was not only to share to everyone about general knowledge about Illustrator, but also a note for me, for example, if I forgot, I could just check on my blog to read again.

And before we begin, I would like to thank tutplus for the tutors.
So without any further, let's get started. :)

1. Setting up document
As we know, varsity has it's own colour, so let's build the colour palette before we begin.
And at this momment we'll be using RGB as our main color palette.

Now, let's draw a rectangle as big as our document, and fill it with dark blue.
This is optional, wether you want it or not, you can lock the background by going to Object > Lock > Selection.

For the font, it's up to you guys, but for me, I'm using a "Pristina" font, and scale it to 200pt.
Then, remove the color of the font.


2. Adding Strokes and Effects
This is the 2nd and the last step for this tutorial as we're going to cover up all the way to the end.
First, on the appearrance menu, click add new fill button, and fill the blue color.

Add new fill again, but this time, it's a black-to-white gradient, and inside it, change the degree to -90 degrees.

In the appearrance menu, select the gradient menu, and let's add Pointillize effect. Go to the Effect menu and choose Pixelate > Pointilize.  Enter a Cell Size of 4

Double-check your Document Raster Effects settings under the Effect menu. They should be set to Medium or High.

Now, let's click the Opacity of the gradient fill in the Appearance panel and change the Blending Mode to Overlay. Set the Opacity to 30%. By now, we'll have a nice blue color on our text.

It's time to put a stroke to our text. To do that, click on "Add new Stroke" button,  and on the Appearance panel. Set its color to white, and the point size between 42.
The size of the stroke is depends on your font, the size is just to get rid the hole on the text, so increase the size so the font background will be covered by white color like the picture below.

Don't worry about the spikes on the edges, we'll fix that later. 
Add a new stroke, and set its color to Red. Change the stroke weight to about 8 pts.

Keep the new red stroke selected in the Appearance panel and go to Effect > Path > Offset Path.
The reason for this is to keep the red stroke to sit on the edge of our font. So as usual, the size is depends on our font.

Now, we don't want the red strokes overlapping, so to fix this, go back to the Effect menu to Pathfinder >Add.
This will apply the Add function as a live effect, which is different than using the Pathfinder panel, which would alter the paths and make them uneditable.

Now, let's select the red stroke, and duplicate it, and change the color into white with 1pt of size.

Click to open the Stroke panel inside the Appearance panel. Change the Cap style to rounded, and tick the Dashed Line checkbox and enter a dash of 2 points and a gap of 2 points.
This will make the white stroke look like stitching.
We don't have to fill in the rest of the fields, because the dash and gap will repeat.

Duplicate the red stroke by selecting it and clicking the Duplicate Selected Item icon at the bottom of the Appearance panel. Change its color to Dark Red, and change its stroke weight to 3 pts.
Click Offset Path to change the settings. Change the offset to 27 pts.

Now let's change the pattern of the red stroke.

Last step is to put Inner glow.
Select the blue color text and go to Effect > Stylize > Inner Glow. Set the Blending Mode to Screen, the Opacity to 90% and the Blur to 2 pts. Tick the Edge radio button.

And it's done!
I hope you guys enjoy the tutorials. :)
Sorry it's abit rush as I'm about to be late for my class. Cya!