August 9, 2016 1:00 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):
My name is Bernardo Iraci. I come from Livorno – Italy, but I actually live in Warsaw. I came here about 5 years ago, and that's when I got my first work as a 3D generalist. Since then I worked in several studios on commercials, feature films and cartoon series for kids. About 5 months ago, I started working as a full-time freelance.
I really love every aspects of the production pipeline, including story telling, composition, editing and all the aspects related to the creation of a story. For this reason I still am a generalist.
About "Roof Drink:"
This project started as a break between commercial projects. I took great inspiration from an image by Bertrand Benoit. I really advice to have a look at his work, they are great examples of realistic rendering, great use of composition and photographic techniques.
The emboss on the glass was obtained using an image I found on the internet, used to drive bump and roughness. All the details on the metal and glass are also obtained with textures. At this website http://dgruwier.dk/ you can find a great set of dirt maps, which is what I used to drive the roughness of the reflections on the shaders.
Then I spent some time adjusting the lighting which is a combination of HDRI and quite a lot of area lights. I tried to put nice highlights in the right places to push the quality of the lighting.
Finally the renders were post-processed in Blender, where I color-corrected them and added some photographic effect as depth of field, bloom, lens aberration and distortion and so on.