September 7, 2015 8:00 AM
by B. N. Reporter
In addition to the Render of the Week Award,
www.BlenderNews.org is featuring PRODUCT VISUALIZATION IN BLENDER a regular series, showcasing quality product viz realized in Blender,
selected from published artworks for (a) given week(s). If you would like to have your works featured in this series, please submit your professional-quality product vidz to www.blenderartist.org or to the Member's Gallery of this site, or Contact Us to show where your work is available on the internet.
- Editor in Chief
How good Blender can be for product visualization? You might find the answers in the arts and comments made by the following artist(s):
Don Guerrier Chocolates
I'm Antonio Souza, a Brazilian 3D Generalist and Graphic Designer based in São Paulo. In 2009, I came to know Blender and was amazed. Since 2011, I've kept learning the software for professional work. My specialties in 3D field are look development, rendering, shading and compositing.
About "Don Guerrier Chocolates"
This was a freelance work. I had a great opportunity to design a set of 3D illustrations for some Don Guerrier product packages. I think I can say designing it was as sweet as eating the real chocolates. The workflow was relatively simple: I modeled, sculpted, painted, rendered the three products in Blender and Blender Cycles then sent to Photoshop to composite. (The wireframe is a bit messy, since it was meant to be a organic static sculpture to fit the deadline. But you can see the omnipresence of the boolean modifier and the dynamic topology option.)
But there was the innovation with the shaders. Although the chocolate shader is unique, the approach I used was not so different from some others on the web. But the big innovation here was certainly the cookie shader. I rejected the SSS and other surface shaders, once they cannot deliver microfacet displacement for the sponginess look in Cycles yet. So I came to the all-volumetric approach. The cookies where just high-density coloured volumentrics. I just used procedural textures for the holes and colours.
A matter of illusion. The density was so high that It turned to appear like a solid with SSS, in fact I tested both approaches, but liked more the volumetric approach. And it worked so well in Cycles!