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Create a Commercial Print Advertisement Using 3D Splashes

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Graphic designers often use more than one app to create their print designs. In this tutorial, we will show you how to create a render of a 3D product, add splashes of milk, composite the scene together in Photoshop, and finally, turn that design into a print ad using Adobe InDesign. Let's get started!


Speed Art Video


Tutorial Assets

The following assets were used during the production of this tutorial. Please download them before you begin. If they are not available, you may need to find alternatives.

  • Strawberries
  • Many assets are available in source file download

1. Model the Plastic Cup

Step 1

For making this advertisement we need to have a basic mesh - a cup. Open Modo and switch to model layout.

  • Create new document and select empty Mesh item in the Item List.
  • Change its name to moMilk.
  • Run Cylinder tool and type its values as follows. Position:0 on every axes, Radius X,Z: 3cm, Radius Y: 0cm, Sides: 24.
  • Press Apply, and Space Bar to drop the tool. Now you have base of your cup.

Step 2

Now you will extrude cup.

  • In Item mode select polygon.
  • Now Extrude polygon by activating tool in: Tools palette > Basic tab > Polygon. Extrude or you can press Shift + X.
  • Press anywhere in 3D Viewport to get access to tool handles, make sure that you have value of Extent on X,Z: 0 m and Extent on Y: 4mm.
  • Press Space Bar to drop the tool

Step 3

Now you will create rest of the cup, but this time you will use Bevel tool. Do the following:

  • In tools palette go to: Basic > Bevel or press B on keyboard. (Blue handle will extrude polygon., red handle will scale it.)
  • Make sure that you have these values - Shift: 1 mm, Inset: -3 mm, Group Polygons On
  • Press Shift and click in Viewport to reactivate the Bevel tool.

Step 4

Next add some more height to your cup:

  • Make sure that you have these values - Shift: 11.24 cm, Inset: -9 mm, Group Polygons On
  • Press Shift and click in Viewport to reactivate the Bevel tool.

Step 5

It is time to make top part of the cup.

  • Make sure that you have these values - Shift: 0 mm, Inset: -1.7 mm, Group Polygons On
  • Press Shift and click in Viewport to reactivate the Bevel tool.

Note that Modo can accept different types of measurement values like cm, mm or m it will recalculate it for you. It is best to work in Modo in real life units. If an object is 1m long you can set its length in modo as 100 cm or 1000 mm. Just remember to enter mm, cm, m, after the numerical values.


Step 6

Add final part of the top section of the cup:

  • Make sure that you have these values - Shift: 5 mm, Inset: -1 mm, Group Polygons On
  • Press Space Bar to drop the tool

Step 7

Delete top polygon in a cup by pressing Delete on keyboard.


Step 8

Rotate 3D Viewport to see bottom of the cup and do the following:

  • In Item mode select polygon that is in the bottom.
  • Make sure that you have these values - Shift: 0 mm, Inset: 4.28 mm, Group Polygons On
  • Press Shift and click in Viewport to reactivate the Bevel tool.

Step 9

Refine bottom part of the cup. Do the following:

  • Make sure that you have these values - Shift: -2.26 mm, Inset: 2.16 mm, Group Polygons On
  • Press Shift and click in Viewport to reactivate the Bevel tool.

Step 10

Add some more geometry:

  • Make sure that you have these values - Shift: 0 mm, Inset: 1.38 cm, Group Polygons On, Segments: 2.
  • Press Shift and click in Viewport to reactivate the Bevel tool.

Step 11

Add another set of edges:

  • Make sure that you have these values - Shift: 0 mm, Inset: 4.28 mm, Group Polygons On, Segments: 2.

Step 12

Now you will need to delete the small polygon in the middle of the bottom of the cup. Do the following:

  • With polygon. that you have bevelled still selected, press Alt on keyboard
  • . (See how icons of selection modes on top of the 3D Viewport have changed, they are in mode to convert your polygon selection to any other type of selection.)

  • Press Alt and Convert to Vertex selection button. This is first on the left side.
  • Then go back to Polygon selection mode and delete selected polygon using Delete button on keyboard.

Step 13

In Vertices selection mode, run Scale Tool press R on keyboard. With blue circle of tool handles selected scale down until you will have 0% on X,Y,Z axes.


Step 14

Now merge vertices. In tools palette go to: Basic > Vertex > Merge. From Pop Up window select Range: Automatic and press OK.


Step 15

Go to Edges selection mode and double click on edges that define circumference on different parts on the bottom of the cup.


Step 16

Press B on keyboard this will activate Edge Bevel tool. Set its Mode to Inset, Value to 360 um, Round Level: 1, Edge Shape to Round. Press Space Bar to drop the tool


Step 17

Press anywhere in 3D Viewport to drop the edge selection and press TAB to see your mesh in Subdivision mode.


Step 18

Select top edges of the cup to bevel them.


Step 19

With edges selected press B to activate Edge Bevel tool. Make sure that you have these values - Mode set to Inset, Value: -200 um, Round Level: 1. Press Space Bar to drop the tool.


Step 20

Now it is time to add some more edges to define shape of the cup. In Polygon selection mode select two big polygons in the middle of the cup.


Step 21

With polygon selected do the following:

  • Press L to select loop of polygons.
  • Press Alt + C to activate Loop Slice tool. Make sure that Edit is set to Move, Mode is set to Free, Count value is: 1, Slice selected is active.
  • Press Space Bar to drop the tool.

Step 22

Keep the newly created edge selected.


Step 23

Press B to activate Edge Bevel tool.
Make sure that Edge Bevel Value is set to: 5.45 cm. Press Space Bar to drop the tool.


Step 24

Now add another set of Edges to big polygons. With only middle edge still selected press B to activate Edge Bevel tool.
Make sure that Edge Bevel Value is set to: 5.33 cm. Press Space Bar to drop the tool.


Step 25

Press TAB to go to Subdivision mode. Inspect shape of your cup after subdividing it. If everything looks correct go to next step. Turn off subdivision by pressing TAB again.


Step 26

In Polygons selection mode double click on one of polygons to select all connected geometry. Copy it by pressing CMD/CTRL + C.


Step 27

In Edge selection mode double-click on top edge to select top loop. Press * on Num Pad to show Work Plane in 3D view.


Step 28

With edge still selected go to Work Plane > Align Work Plane to Selection.


Step 29

Go back to Polygons Selection Mode. Copy selected polygons and press H on keyboard to temporarily hide those polygons.


Step 30

Paste selected polygons by pressing CMD/CTRL + V. Activate Scale tool by pressing R.


Step 31

Change Action Center to Origin. Now Scale tool transformation gizmo snap to center of the Work Plane. Press blue circle in the middle of handles and drag it in Viewport until Scale on X,Y,Z will have Value: 94.0%.


Step 32

Press U on keyboard to unhide all polygons.


Step 33

Now stitch inner and outer sides of the cup:

  • In Polygon selection mode select all inner polygons by double click on them. Press F to flip normal direction.
  • In Edges selection mode select both top edges of the cup.

Step 34

With edges selected press Tools > Edge > Bridge. Make sure that Segments is 1, Twist is 0. Press TAB to see mesh in Face mode.


Step 35

Drop the selection and press TAB to see cup in Face mode. In next step you will add edges to hold this shape in place.


Step 36

Select two polygons on top side of the cup edge and press L to select loop than press Alt + C to activate Loop Slice tool. Make sure that its Edit is set to Move and Mode to symmetry and Count to 2. Using tool handles move new edges to 10% of polygon loop.


Step 37

Select two polygons on outer side of the cup top edge and press L to select loop than press Alt + C to activate Loop Slice tool. Make sure that its Edit is set to Move, Mode to symmetry and Count to 2. Using tool handles move new edges to 10.5% of polygon loop.


Step 38

Select two polygons on inside of the cup top edge and press L to select loop than press Alt + C to activate Loop Slice tool. Make sure that its Edit is set to Move, Mode to symmetry and Count to 2. Using tool handles move new edges to 10.5% of polygon loop.


Step 39

Press TAB to inspect your mesh in subdivision mode.



2. Model the Top Cover of the Cup

Step 1

Select two biggest polygons on the top the cup. Press L to select Loop and copy it, by pressing CMD/CTRL + C.


Step 2

In the Item List create new Mesh and paste selected polygons by pressing CMD/CTRL + V. Now you can hide cup mesh to avoid clutter on 3D Viewport just turn off eye icon of this mesh in the Item List.


Step 3

Select edge on inside of polygon loop and press P to create big polygon inside it.


Step 4

In Edge selection mode, select 5 edges on the left side of this mesh.


Step 5

Now you will move them, but in a soft way. In Modo you can do it by using Falloffs which modulate strength of almost every tool. To do so do the following:

  • From the top bar select Falloff > Linear Falloff.
  • Draw line form edges that are located on negative (-Z) side to the middle of the document.
  • Turn on Symmetric End and Shape Preset to Ease-In in Linear Falloff properties
  • Activate Move tool by pressing W.

Step 6

Move selected edges to the Right (+X) about: 1 cm.


Step 7

Dismiss Falloff by pressing Esc on keyboard. Deselect three edges in the middle and move only two remaining edges by small amount: -1.4 mm.


Step 8

Turn on Subdivision to check is this shape is looking correct.


Step 9

Get back to Face mode. Select polygon in the middle and press B
to activate Bevel tool. Set its Inset to 9.69 mm, Segments to 3.


Step 10

Activate Bevel (B) tool again. Set its Inset to 4.68 mm, Segments to 0.


Step 11

It is time to slice big polygon in the middle of your mesh. Press C to activate Edge slice tool and connect two vertices that are opposite to each other.


Step 12

Add another set of edges using Edge Slice tool. Just like you see on the picture.


Step 13

To easy align vertices you need to turn on Geometry Snap. To do so press Snapping button in the Tool and press Geometry. Make sure that its Geometry Snap Mode is set to Vertex.


Step 14

Now select vertex that is on the middle of horizontal edge and activate Move tool. When you drag vertex, Modo will highlight with yellow square points that you can align to.


Step 15

Select two big polygons in the middle and activate Bevel tool.
Set Inset to: 3.8 mm. Press Space Bar to drop the tool.


Step 16

With big polygons still selected activate Bevel tool.
Set Inset to: 5.852 mm. Press Space Bar to drop the tool.


Step 17

With big polygons still selected activate Bevel tool once again.
Set Inset to: 5.16 mm. Press Space Bar to drop the tool.


Step 18

Activate Edge Slice (C) tool. Add edges in the middle of two big polygons as shown on image.


Step 19

When you split big polygons to Quads, you can move vertices to align them, just to clean up geometry.


Step 20

Add another edge using Edge Slice tools. Select two vertices on the ends of newly created edge, than select all vertices between.


Step 21

Go to Tools > Vertex > Align and choose Z Axis. Make sure that Uniform is selected.



3. Create UV Map and Materials

Step 1

Just cut (CMD/CTRL + X) all polygons from Mesh with no name and paste (CMD/CTRL + V) them to moMilk Mesh. Now when you have whole cup ready it is time to add materials and texture it. For know leave mesh in Face mode, this way creating UV map will be much simpler.


Step 2

Now add first material:

  • Select all polygons by double clicking on polygon on body of the cup and top part of the cup.
  • Press M to assign Material Tag to all selected polygons. You will tweak material parameters later.
  • Call new selected Material Group: paper.
  • Add image map that will be cup artwork. Go to Shader Tree Press Add Layer > Add image > Load image, choose image form disk.

Step 3

Now add plastic material:

  • Select bottom, inside and small ring on top of cup. Press M to assign Material Tag to all selected polygons. You will tweak material parameters later
  • Change this material Color to: 1.0, 1.0, 0.49.
  • Call this Material Group: plastic.

Step 4

It is time to clean up UV map that was automatically generated by Modo. To do so, do the following:

  • Select moMilk mesh in Item list.
  • Change View to UV edit Tab.
  • In Lists palette select UV Texture and from Right click menu select Clear.

Step 5

Now you will use Modo's great UV tools. Double click on any polygon on top of cup. To see artwork in UV window you need to select this image layer in Shader Tree.


Step 6

Create new UV patches order:

  • In UV tools activate Project from View.
  • Click in 3D Viewport from which you need to take snapshot of polygons
  • Don`t forget to press Space Bar to drop the tool.

Step 7

Press W while UV window is active and move UV island to its position and scale it.


Step 8

You will create real world style UV map for rest of the cup.

  • Select 4 big polygons that will show label of the cup.
  • Press Home to align work plane to selection.
  • Activate visibility of Work Plane - press *.

Step 9

Now create UV for the rest of the cup.

  • 3D view change to Top.
  • Activate Project From View tool, and press in 3D view to make snapshot.

Step 10

Rotate first part of UV map. Activate Rotate tool by pressing E. Move it to the center of UV space. Like shown on image below.


Step 11

Now repeat previous step to and take snap shot of rest of the polygons that are connected to those already mapped:

  • Select 4 big polygons that will show label of the cup.
  • Press Home to align work plane to selection.
  • 3D view change to Top.
  • Activate Project From View tool, and press in 3D view to make snapshot.
  • Press Space Bar to drop the tool

Step 12

Select edge in the middle of UV view. From the UV tools move and Sew select Selected.


Step 13

You can check if everything is OK. When your UV map is correct you can proceed with taking the next snapshot. Repeat all steps until you have a snapshot of every fragment of the cup, but don’t waste time to sew it now. You will do it later.


Step 14

When you have mapped all polygons, You are ready to sew all pieces together:

  • Select edges on right side of UV space and again use Sew Selected command.
  • Press Home to reset Work Plane position.

Step 15

Select edges on right side of UV space and again use Sew Selected command. Repeat all preview steps for every face fragment. Note that Modo will align and scale selected polygons for you based upon direction and length of selected Edge.


Step 16

After sewing all edges you should end up with perfect real life UV map.


Step 17

Now add some thickness to the cover of the cup:

  • Select all polygons that form cover of the cup.
  • Press Shift + X to use Polygon Extrude tool and press in 3D view to activate tool handles.
  • Extrude on Y Axis: 1 mm.
  • Press Space Bar to drop the tool.

Step 18

Now you will delete automatically created UV islands:

  • Double click on the bottom part of the cup.
  • Press J to lock selection.
  • Change perspective view to Right.
  • With Right Mouse Button drag on the Viewport to select only top polygons of the cover.
  • Invert selection - press [ on keyboard.
  • In modo tools go to UV tab > Edit UVs > Delete UVs. This way texture won't be displayed on bottom side of the cover.
  • Deselect all polygons and press I to unlock polygons from the body of the cup.

Step 19

Press TAB to see cup in Subdivision mode. You can inspect UV map if there are any errors. You have perfectly UVed model!



4. Tweak Materials

Step 1

Now it is time to work on shaders:

  • Open Preset Browser with keyboard short cut F6 Preset Browser.
  • Got to Assets > Materials > Plastic.
  • Select Cream Medium Gloss Plastic and put them in the plastic material group.
  • Check if you have Conserve Energy active.
  • Make sure that all material parameters are set like on the screen grab.

Step 2

Edit paper material:

  • Set Diffuse Amount to 60%
  • Set Reflection Amount to 10%, Fresnel to 100%.
  • Set Bump Amplitude to 200 um.

Step 3

Add another layer to Drive Reflection Amount.

  • Add Gradient Layer.
  • Set its effect to Reflection Amount.
  • Open Gradient Editor and Add two keys, first at 43% and second 100%.

Step 4

Add final layer to paper material:

  • Add another layer this time Noise.
  • Change its Opacity to 10%.
  • Change Noise Type to Simple.

Step 5

Change UV map properties.

  • In Texture Locator properties select its projection type to Solid.
  • Change its size to 600 um.


5. Edit Frame Size and Environment

Step 1

Change size of the of the Render output.

  • Select Render item in the Shader Tree.
  • Select Frame sub tab and change Frame Width to: 2480 pix, Frame height to: 3508 pix.
  • Set DPI to: 300

Step 2

Open Preset Browser window and go to Assets > Environments > Studio and locate Light Box Studio 01. Double click on it to load it to the scene.


Step 3

Select Environment and in its properties turn off Visible to Camera. Change its name to Env_light.


Step 5

In its properties set Visible to camera on and turn OFF Visible to Indirect Rays, Visible to Reflection Rays, Visible to Reflection Rays.



6. Create Milk Splashes

Step 1

Select moMilk cup and turn off top Mesh.


Step 2

Select polygons inside the cup and copy them with CMD/CTRL + C.


Step 3

Create Selection set to mask part of the mesh later.

  • Invert selection press ( [ ) and add Selection set. Go to Selection > Assign Selection Set.
  • Call it cup.

Step 4

Create new Mesh (CMD/CTRL + N) and call it Milk splash and paste (CMD/CTRL + V).


Step 5

Add Backdrop Item to your scene. Now you will be able model on top of sketch. Do the following:

  • In one of Viewports change view type to Camera.
  • In Item List select Add Item > Backdrop Item.
  • In Backdrop Item properties press Image and Add Clip > Load Image.
  • Set its Projection Type to Camera.
  • Make sure that Keep Aspect turn On.

Step 6

Select moMilk cup Mesh and rotate it in item mode (E). Than in the Camera Viewport adjust size and rotation of scene to match the reference image.


Step 6

  • Select Milk splash Mesh.
  • Run Slice tool and in Polygon mode cut mesh like shown on screen grab.
  • Press Space Bar to drop the tool.

Step 7

Select top loop of polygons and delete them.


Step 8

In Edge mode select top open edge and press P to create polygon. Than select that polygon in Polygon mode and press Shift Home to align work plane to this polygon.


Step 9

Add new loops to top of the Milk splash.

  • Activate Bevel tool and change its Inset to: 3.73 cm
  • Make sure that Group Polygons is active.
  • Set Segments to: 8.

Step 10

Select edges in order shown on the image and activate Move tool (W).


Step 11

Move it in Y: -2.2 mm.


Step 12

Select all polygons on top and move them in Y direction to give impression of milk spilling out of cup.


Step 13

Select polygons on circumference of the mesh and run Loop Slice (Alt + C). Add another edge at 95.5% to hold milk mesh in place in Subdivision mode.


Step 14

Add polygons that will form flying splash base. Do the following:

  • Activate Cube tool.
  • Draw cube and make it Size X: 1.6 cm Size Y: 2.25 cm Size Z: 0.
  • Make sure that Segments X and Y are set to 2.

Step 15

Select vertices that are on the corners of the rectangle and activate Scale (R) tool and lover the scale on X and Y axis to 75%.


Step 16

Select all high edges of the wave and rotate them with Rotate (E) tool just s bit.


Step 17

Prepare mesh for extrusion to make splashes.

  • Now select 1/4 polygons on the outer ring of the milk: (See the picture)
  • Use Linear Falloff to modulate extrusion strength.
  • Set Shape Preset to Smooth.

Step 18

Now extrude selected polygons.

  • Activate Polygon Extrude tool.
  • Extrude amount: 2.4 cm.
  • Adjust Falloff points to modulate extrusion amount.

Step 19

Now you will make splash spiral.

  • Set Action Center to Origin (Alt + W).
  • Select polygon that you have created earlier.
  • Activate Radial Sweep and click in 3D view to show tool handles.
  • Set Helix Generator Count to: 24, Start Angle to: 0.0 and End Angle to: 360.0, Offset to: 9 cm.
  • Press Space Bar to drop the tool.

Step 20

Select all polygons and add material tag to selection. To do so, press M. Call this new material milk. Leave default setting for now.


Step 21

Select three points on end of the extruded wave.


Step 22

Activate Rotate tool and set its Action Center to Origin. Rotate them to add more space between helix and extruded polygons.


Step 23

Select three more points and rotate them little bit more.


Step 24

Select two points on the other side of extruded wave. Rotate them to make wave more smooth. (See the picture below.)


Step 25

Select 4 points on the top side of the wave. Activate Linear Falloff and move points slightly down along Y axis.


Step 26

Now add edges to connect base of splash with helix.

  • Select two polygons to set the direction of the loop.
  • Press L to select connected polygons.
  • Activate Loop Slice (Alt + C) and set its value to 50%.
  • Press Space Bar to drop the tool.

Step 27

Select polygons to connect mesh. Do the following:

  • Select polygons on helix end in clock wise direction.
  • Select polygons in wave end in clock wise direction too.
  • polygon 1 on helix end must be facing polygon the opposite side. This way Modo will know where to put bridged polygons normals.

Step 28

Activate Bridge tool. And set segments to: 1.


Step 29

Select edges and rotate it to make transition more smooth.


Step 30

Switch mesh mode to Subdivision and select polygons as you can see on the picture and run Smooth tool.


Step 31

Select one edge on the start on the helix, and select another one just polygon away. Than use Up Arrow to select more edges.


Step 32

Press Alt + L select whole rings on helix. Change Action Center to Local to scale every loop individually.


Step 33

Select end of helix in Polygon mode and scale it down to match size of the rest of the loops.


Step 34

Select points as shown on picture and with Scale tool average Y position of the points.


Step 35

Now with the Rectangle Selection (Right Mouse Button and drag) select all points of the helix. Activate Linear Falloff like on picture. Set Shape Preset: to Ease-In.


Step 36

Activate Scale tool and set its X and Y value to: 164%.


Step 37

Activate Linear Falloff, set its Shape Preset to: Smooth Move helix up a bit.


Step 38

Select edges on the inside of helix. Select two edges and use Up Arrow to select more.


Step 39

Activate Scale (r) tool. With Action Center set to Local.


Step 40

Activate Linear Falloff and scale them on X axis


Step 41

Select edges on the end of the helix and scale it.


Step 42

Select polygons at the end of the helix like on the picture and Activate Bend (CMD/CTRL + E) tool. Click in 3D view where you want to Action Center to be.


Step 43

Using blue circle on the screen make this end more straight. Press Space Bar to drop the tool.


Step 44

Select part of the helix, like on the image. Move them to match Back drop image.


Step 45

Move helix loops until they will match concept artwork.


Step 46

Switch between polygon mode and Subdivision surface and see witch mode works better.


Step 47

Move loop until you are happy with the shape.


Step 48

Now you can scale edge loops on the back side of the helix. See the picture below. Make sure to use Action Center > Local.


Step 49

To add some variation to the surface. You can rotate with Rotate (R) tool every third loop to make surface look more liquid.


Step 50

Select one edge loop and change its scale, to add more flow to helix surface.


Step 51

When you change mode to Subdivision mode you will see how surface is getting more "liquid".


Step 52

Next select edge loop in front of the helix.


Step 53

You can add loop with Edge Bevel (B) to define surface more accurately.


Step 54

You can add edge loops using another tool like Loop slice. Using this tool give you great control of where the new loops are placed.



Step 55

Remember to rotate edge loops with Rotate (E) tool to keep nice volume of helix.


Step 56

See your modeling results in Subdivision mode press TAB. Adjust position of edges to fit in concept artwork.


Step 57

Select edges like on the picture.


Step 58

Set Action Center to Origin and scale those edges. This way it you will make splashes fill out of the cup. Press Space Bar to drop the tool.


Step 59

Move selected edges slightly up on Y axis.


Step 60

Scale edges little bit more.


Step 61

Move edges up.


Step 62

Now move edges in the front of the splash. See the picture below.


Step 63

Just like before switch to Scale (R) tool and Action Center to Origin.


Step 64

Select edges on the back of the base splash and move it with Move (w) tool.


Step 65

You can always check your mesh appearance in face mode.


Step 66

After selecting edge, move edges in Subdivision mode.


Step 67

Select edges of extruded polygons. Move them up with Slide tool.


Step 68

In Subdivision mode you can check how is your surface looking.


Step 69

Select polygons on the end of helix and scale it with Scale (E) tool.


Step 70

Activate Polygon Extrude tool end extrude one time.


Step 71

Activate Polygon Extrude tool end extrude one time.



7. Create Flying Drops of Milk

Step 1

To add realism to your model add you will need to create some flying drops of milk. They should have different shapes and be placed in random positions. Do the following:

  • Add new empty mesh item in the Item list.
  • Name it : drop_1.
  • Activate Cube tool and draw box in the Origin point of 3D space.
  • Cube size on X, Y, Z : 4.2mm.
  • Cube Segments on X, Y, Z : 1.

Step 2

Now make quad sphere from cube.

  • In Polygon mode press TAB to go to Subdivision mode.
  • Press D to add Subdivision edge.
  • You have created first basic drop.

Step 3

Now select all polygons and Activate Move (W) tool and move geometry up for : 1.92 mm from the origin point. This way drops will float above surface when you will use mesh paint. Distance from the surface is distance from origin point in this case.


Step
4

Create next drop. Do the following:

  • In the Item List duplicate drop_1 and call it drop_2
  • Select one Vertex on the bottom of the drop.
  • Activate Soft Selection Falloff (Falloff > Soft Selection) and Activate Move (W) tool.
  • Move point down on Y axis to form shape of flying drop.
  • Press Space Bar to drop the tool.

Step
5

Create third flying drop. Do the following:

  • In the Item List duplicate drop_2 and call it drop_3
  • Copy CMD/CTRL + C all polygons and rotate them for 180° using Rotate (E) tool
    .
  • Move them down using Move (W) tool and scale them for 40% with Scale (R) tool.
  • Paste polygons CMD/CTRL + V. You should have drop like on the picture.

Step
6

Create another drop:

  • In the Item List duplicate drop_3 and call it drop_4
  • Copy CMD/CTRL + C polygons from small drop and move them like on the picture to form smallest drop [1].
  • Move it using Move (W) tool and scale it with Scale (R) tool.
  • Paste polygons again CMD/CTRL + V.
  • Activate Transform (Y) tool and move and scale polygons to form bigger drop [2].You should have drop like on the picture.

Step
7

Now you will join those splashes. Select 4 polygons on the bottom of the big drop and 4 on the top on small drop. Remember selection order is very important. Use clockwise or counter-clockwise selection order on every polygon islands.


Step
8

Now join drops and add edge loops to it:

  • Activate Bridge tool.
  • Set Segments to: 3.
  • Press Space Bar to drop the tool.

Step 9

Now refine drop shape:

  • Select loop of polygon on the bottom of the merged drop.
  • Activate Loop Slice tool and add one edge to shape drop.
  • Press Space Bar to drop the tool.

Step 10

Create another drop.

  • In the Item List duplicate drop_1 and call it drop_5
  • Copy CMD/CTRL + C polygons from drop and move them like on the picture to form smallest drop [1].
  • Move it using Move (W) tool and scale it with Scale (R) tool.
  • Paste polygons again CMD/CTRL + V. You should have drop like on the picture.

Step 11

Rotate small drop using Rotate (E) tool.


Step 12

Bring this small drop closer to bigger one. Activate Transform (Y) tool
to do it.


Step 13

Now you will join those two drops. Select 4 polygons on the bottom of the big drop and 4 on the top on small drop. Remember selection order is very important. Use clockwise or counter-clockwise selection order on every polygon islands.


Step 14

Now join drops and add edge loops to it:

  • Activate Bridge tool.
  • Set Segments to: 2.
  • Press Space Bar to drop the tool.

Step 15

Now create long drop:

  • In the Item List duplicate drop_2 and call it drop_6
  • Copy CMD/CTRL + C polygons from small drop_1, paste them in to Drop_6 and move them like on the picture.

Step 16

Now make long drop of water:

  • Select 4 polygons in the bottom of the small drop and Activate Polygon Extrude tool.
  • Extrude on the Y axis and press Shift + Left Mouse Button to Reactivate tool.
  • Repeat those steps 3 times until you will ad 3 new edges.
  • Press Space Bar to drop the tool.

Step 17

With polygon selected Activate Scale (R) tool and change Z Scale to: 0.


Step 18

Now work on your new drop.

  • Change Selection mode to Local.
  • Select 2 Edges on the middle of your drop.
  • Activate Scale (R) tool and change Z Scale to 0.

Step 19

Now you will have flying drop ready to refine its shape even further.


Step 20

Keep working on shape of the drop.

  • Add to selection edge on the bottom of the drop.
  • Activate Falloff Falloff > Linear Fallow, draw its handles on the screen like on the picture.
  • Set its Shape Preset to Ease-In.

Step 21

  • Activate Scale (R) tool.
  • Change Action center to Selection.
  • Scale edges on X and Y to 165.7%

Step 22

Change polygon mode to Subdivision to see how your mesh is looking.


Step 23

Now add twist to mesh.

  • Select all polygons on lower part of drop.
  • Activate Linear Falloff set Shape Preset to: Ease-In.
  • Adjust Falloff points to modulate extrusion amount.
  • Activate Rotate (E) tool and rotate all polygons for about: -53.5°.

Step 24

Add some new edges to geometry.

  • Select polygon loop in the middle of big drop.
  • Activate Loop Slice tool and edge at: 50%.
  • Press Space Bar to drop the tool.

Step 25

  • Select polygon loop in the lower part of big drop.
  • Activate Loop Slice tool and edge at: 50%.
  • Press Space Bar to drop the tool.
  • >


    Step 26

    Change mode to Subdivision using TAB key. Select edge like on the picture and Activate Scale (R) tool and lower scale on X and Z.


    Step 27

    Now create long drop:

    • In the Item List duplicate drop_2 and call it drop_7
    • Copy CMD/CTRL + C polygons from small drop_1, paste them in to Drop_6 and move them like on the picture.

    Step 28

    Select 4 polygons on the bottom of the small drop and do the following:

    • Activate Extrude Polygon (Shift + X) tool and extrude selected polygons.
    • Press Space Bar to drop the tool.
    • Activate Scale (R) tool and change Scale Y: to 0.

    Step 29

    • Activate Extrude Polygon (Shift + X) tool one more time and extrude polygons.
    • Press Space Bar to drop the tool.
    • Activate Transform (Y) tool and scale polygons only on X axis.

    Step 30

    • Activate Extrude Polygon (Shift + X) tool one more time and extrude polygons.
    • Press Space Bar to drop the tool.
    • Activate Scale (R) tool and scale polygons only on X axis.

    Step 31

    Activate Extrude Polygon (Shift + X) tool one more time and extrude two more times.


    Step 32

    Go to Subdivision mode to see how your drop will look.


    Step 33

    Select vertices on the bottom like on the picture and Activate Scale (R) tool. Make scale on Z axis bigger.


    Step 34

    Add edge:

    • Activate Loop Slice (Alt + C) tool.
    • Add edge on 50%.

    Step 35

    Select new edge and Activate Scale (R) tool and lower the scale of it on X and Z axis.


    Step 36

    Twist and scale flying drop:

    • Activate Linear Falloff set Shape Preset to: Ease-In.
    • Activate Transform (Y) tool and rotate all polygons for about: -90°.
    • Scale end of drop on Z axis to 65.5%.

    Step 37

    Select edge in the middle of the mesh. Activate Scale (R) tool and make this edge bigger on X axis.



    8. Create Flying Drops of Milk

    Step 1

    Now you will paint with meshes over the base mesh. Do the following:

    • Switch to item mode.
    • In Item List Select Milk splash Mesh.
    • Activate Mesh Instance Paint ( Modo Tools > Duplicate > Mesh Instance Paint ) tool.
    • In Item Effector choose Specific Item and from Item choose drop_2. You can change to different mesh at any time.
    • Paint over the base mesh. See how modo is aligning new meshes over the base shape.

    Step 2

    To add randomness to drops change Mesh Source to drop_2. Paint over mesh.


    Step 3

    To add randomness to drops change Mesh Source to drop_2. Change their Scale to 81.5% Paint over mesh.


    Step 4

    To add randomness to drops change Mesh Source to drop_6. Paint over mesh. This time set Instance scale to 120%.


    Step 5

    Paint one more drop on the tip of the Helix. Press Space Bar to drop the tool.


    Step 6

    Paint more drops. If the scale is to big there is no problem. You can change it.

    • Select drops in item mode.
    • Set Action Center to Local.
    • Activate Scale (R) tool.
    • Adjust scale to your taste.

    Step 7

    As you can see all drops have changed their size but not the position.


    Step 8

    Rotate long drop until it will look like it would come out of the surface.


    Step 9

    You can rotate drops using Transform (Y) tool. It will allow you to move, rotate and scale geometry with one tool.


    Step 10

    Keep rotating flying drops until all will be perpendicular to the surface.


    Step 11

    Now you will merge drops with base splash shape. To do it in the Item list select drop_6 Instance that you want to merge.


    Step 12

    • Right click on it and from menu choose Change Type > Mesh.
    • In Polygon mode select all polygons and cut them CMD/CTRL + X.
    • In Item mode select Milk splash mesh and paste CMD/CTRL + V selected polygons.

    Step 13

    Select 4 polygons at the tip of the base splash end 4 polygons at the base of the flying drop.
    Remember to have the same selection order on both ends.


    Step 14

    Activate Bridge tool and set it segments to 2. Press Space Bar to drop the tool. Switch to Subdivision mode (press TAB).


    Step 15

    Now merge all instances with your base splash. Do the following:

    • In the Item List select all instances of drops.
    • Right click on them and from menu choose Change Type > Mesh.
    • In Polygon mode select all polygons and cut them CMD/CTRL + X.
    • In Item mode select Milk splash mesh and paste CMD/CTRL + V selected polygons.

    Step 16

    Now you are ready to connect all splashes in to one surface. It is very important to make one continuous surface for those splashes. With transparent materials like all fluids (milk, water, juice) any discontinuity will SHOW UP in the final render.

    • Switch to Polygon Mode
    • As you did previously select 4 polygons at the base of splash and 4 polygons at base helix.

    Step 17

    Connect splash to surface.

    • Activate Bridge tool.
    • Set Segments to 1.
    • Press Space Bar to drop the tool.

    Step 18

    Go to Subdivision mode and see how your surface is looking.


    Step 19

    • Switch to Face Mode, press TAB.
    • Select 2 polygons and press L to select loop.
    • Activate Loop Slice (Alt + C) tool.
    • Add one edge in the 50%.

    Step 20

    If you want to change size of the flying drop select all polygons by double-click and activate Scale (R) tool.


    Step 21

    Now you have geometry ready for connecting:

    • Switch to Polygon Mode
    • As you did previously select 4 polygons at the base of splash and 4 polygons at base helix.

    Step 22

    Now bridge selected polygons:

    • Activate Bridge tool.
    • Set Segments to 1.
    • Press Space Bar to drop the tool.

    Step 23

    When you are done bridging all splashes it is time to work on base of helix splash. Do the following:

    • Select edges as you can see on the picture.
    • Activate Move (W) tool.
    • Move it to the edge of the cup.

    Step 24

    Select to polygons as you can see on the picture.


    Step 25

    Activate Loop Slice (Alt + C) tool and add one edge at 44%.
    Press Space Bar to drop the tool


    Step 26

    Select edge loop at the base of the splash.


    Step 27

    Activate Scale (R) tool and make it title bit bigger on X and Y axes.


    Step 28

    Add edge to define outer splash wave:

    • Select 2 polygons at the outer side of the edge.
    • Press L to select loop.
    • Activate Loop Slice (Alt + C) tool.
    • Add edge in 39.50%.

    Step 29

    Switch to Subdivision mode press TAB to see how your surface is looking. Press TAB to get back to Face mode.


    Step 30

    Back in Face mode keep moving edges of base wave:

    • Select edges as you can see on the picture.
    • Activate Move (W) tool.
    • Move it to the edge of the cup.

    Step 31

    No it is time to make milk spill over the edge of the cup. Do the following:

    • Select 4 polygons like on the picture.
    • Activate Polygon Extrude tool.
    • Click anywhere in 3D view window to activate tool handles.
    • With the tool arrows extrude it towards the edge of the cup.
    • Press Space Bar to drop the tool.

    Step 32

    Extrude selected polygons one more time.

    • Keep 4 polygons still selected.
    • Activate Polygon Extrude tool.
    • Click anywhere in 3D view window to activate tool handles.
    • With the tool arrows extrude it until it will be outside the edge of the cup.
    • Press Space Bar to drop the tool.

    Step 33

    Now refine end of the spilling wave:

    • Keep polygons selected.
    • Activate Scale (R) tool.
    • Make Scale on X smaller.
    • Press Space Bar to drop the tool.

    Step 34

    Repeat all above steps (31-32) with neighbour polygon group of the same wave. After that activate Scale (R) tool and refine wave end.


    Step 35

    Select one of the sphere drop and bring it closer to the end of the spilling wave end.


    Step 36

    Select 4 polygons at the tip of the wave end 4 polygons at the top of the flying drop.
    Remember to have the same selection order on both ends, form 1 to 4.


    Step 37

    Now connect polygons:

    • Activate Bridge tool.
    • Set Segments to 2.
    • Press Space Bar to drop the tool.

    Step 38

    In Polygon mode press TAB to go to Subdivision mode. Now your splash is looking smooth.


    Step 39

    After you join all splashes you should end up with milk splash that looks similar to mine. This is the end of modeling. Next you will create lights and milk shader.



    9. Create Luminous Geometry to Light Scene

    Step 1

    Now you will create luminous geometry to light the scene. Do the following:

    • In the Item List create new mesh.
    • Call it Lumigon_A.
    • Activate Cylinder tool.
    • Make sure that it Position on X, Y, Z is set to: 0.
    • Draw cylinder in 3D view, give it Radius on X and Y :50 cm.
    • Give it Sides: 24.
    • In the Display tab give it a name: Lumigon_A.

    Step 2

    Add edges to lumigon:

    • Select polygon and Activate Bevel (B) tool.
    • Set Inset to: 6.6 cm.
    • Set Segments to 5.

    Step 3

    With polygon selected go to Modo Tools > Polygon > Reduce > Collapse. Modo have removed polygon and merged all connected vertices.


    Step 4

    Now create weight map to drive Dissolve value of Lumigon_A. Do the following:

    • Activate Cylindrical Falloff (Falloff > Cylinder ) tool.
    • Set its Shape Preset to Linear.
    • Set its radius to match radius of Lumigon_A mesh.
    • In Front view change display type to Vertex Map.
    • In Vertex Map List palette create new map.
    • Call it Lumigon_A.
    • Activate Vertex Map Weight (Vertex Map > Weight Tool) tool.
    • Set it Weight to: 100%. See how Falloff modified weight strength.

    Step 5

    Now create lumigon material:

    • In Polygon mode press M to add material to all visible polygons of Lumigon_A mesh.
    • Name this group: Lumigon_A.
    • Drag this group above the Base Shader.
    • Call this material: Light_RGB.
    • Leave its Material Ref values on default.
    • In its Material Trans tab set Luminous Intensity to 2.5 w/Srm2.
    • Luminous Color set to white: 1.0 1.0 1.0.

    Step 6

    Now add another layer to your shaders:

    • In the Shader Tree go to Add Layer > Processing > Weight Map Texture.
    • In its Properties panel in Texture Layer Sub tab thick Invert.
    • Form the Vertex Map drop down List choose Lumigon_A.
    • In the Shader Tree change its Effect to Dissolve.

    Step 7

    Add Shader to material group:

    • Select Base Shader in the Shader Tree.
    • Right Click on it and choose Duplicate.
    • Drag this new Shader to your Lumigon_A group and place it on top of it.
    • With Shader selected go to Properties panel.
    • Turn off Cast Shadows and Receive Shadows. This way it will not interfere with lighting of your scene.

    Step 8

    Duplicate Lumigon_A Mesh:

    • In the Item list Select Lumigon_A mesh and duplicate it.
    • In Polygon mode press M to add material to all visible polygons of Lumigon_B mesh.
    • Name this group: Lumigon_B.
    • Delete automatically created material from that group.
    • Select all layers in Lumigon_A Group and from Right click menu chooe Duplicate.
    • Drag those new layers to to Lumigon_B group.
    • Select Weight Map Texture.
    • Form the Vertex Map drop down List choose Lumigon_B.
    • In the Display tab give it a name: Lumigon_B.

    Step 9

    Create new Lumiogn_C Mesh:

    • In the Item List create new mesh.
    • Call it Lumigon_C.
    • Activate Cube tool.
    • Make sure that it Position on X, Y, Z is set to: 0.
    • Draw Box in 3D view, give it Size on X: 23 cm and Size on Y: 23 cm
    • Give it Segments on X: 9.

    Step 10

    Create new Lumiogn_C Mesh:

    • Activate Linear Falloff (Falloff > Linear ) tool.
    • Draw it from center of the mesh to one of its sides.
    • Set its Symmetric parameter to: End.
    • Set its Shape Preset to Ease-in.
    • In Front view change display type to Vertex Map.
    • In Vertex Map List palette create new map.
    • Call it Lumigon_C.
    • Activate Vertex Map Weight (Vertex Map > Weight Tool) tool.
    • Set it Weight to: 100%. See how Falloff modified weight strength.
    • In the Display tab give it a name: Lumigon_C.

    Step 11

    Create new Lumiogn_C Mesh:

    • Press M to add material to all polygons.
    • Name this material group Lumigon_C
    • Delete automatically created material from that group.
    • Select all layers in Lumigon_A Group and from Right click menu chooe Duplicate.
    • Drag those new layers to to Lumigon_C group.
    • Select Weight Map Texture.
    • Form the Vertex Map drop down List choose Lumigon_C.

    Step 12

    Change shader parameters:

    • Select shader in this group.
    • In its Properties panel turn off Visible to Camera.

    Step 13

    Tweak Lumigon_
    C parameters.

    • Select material Light_RGB and change its Diffuse Amount to 100%.
    • Set its Luminous Intensity to: 5.0 W/srm2.

    Just like before in step 8 duplicate mesh and create copy of the shader:

    • In the Item list Select Lumigon_C mesh and duplicate it name new mesh Lumigon_D
    • In the Display tab give it a name: Lumigon_D.
    • In Polygon mode press M to add material to all visible polygons of Lumigon_D mesh.
    • Name this group: Lumigon_D.
    • Delete automatically created material from that group.
    • Select all layers in Lumigon_C Group and from Right click menu choose Duplicate.
    • Drag those new layers to to Lumigon_D group.
    • Select Weight Map Texture.
    • Form the Vertex Map drop down List choose Lumigon_D.

    Step 14

    Now place lumigons to to light the scene:

    • In Item mode select Lumigon_B mesh and activate Move (W) tool.
    • With the tool handles place it above the splash center. Like on the picture.
    • Press Space Bar to drop the tool.

    Step 15

    Now place lumigons to light the scene:

    • In Item mode select Lumigon_A mesh and activate Move (W) tool.
    • With the tool handles place it above the splash center above whole mesh it will be the key light.
    • Press Space Bar to drop the tool.

    Step 16

    Now place lumigons give nice reflection on the cup:

    • In Item mode select Lumigon_c mesh and activate Move (W) tool.
    • Place it below the cup center and in front. Like on the picture.
    • Move it to the right part of the Top View.
    • Press Space Bar to drop the tool.
    • Make sure that this polygon is pointing shaded side to the cup.

    Step 17

    Place last lumigon to give nice reflection on the cup:

    • In Item mode select Lumigon_D mesh and activate Move (W) tool.
    • Place it below the cup center and at the back. Like on the picture.
    • Move it to the left part of the Top View.
    • Press Space Bar to drop the tool.
    • Make sure that this polygon is pointing shaded side to the cup.

    Step 18

    Add CG light to the scene.

    • In the Item list go to Add Item > Lights > Area lights.
    • Change its shape to Ellipse.
    • leave it size on X, Y: 1 m.
    • Place it like on the picture above all scene elements.

    Step 19

    Change light parameters:

    • Set its Radiance to: 1.0 W/srm2
    • Set its Samples to: 1024.
    • Turn off Simple Shading. This will make light look natural but takes longer to render.
    • Turn off Visible to Camera

    Step 20

    Change light material parameters:

    • In the Shader Tree select light material.
    • Set its Shadow Color to: 0.85 0.65 0.53


    10. Change Scene Render Properties

    Step 1

    Change Render Item properties:

    • In the Shader Tree select Render Item.
    • In Properties panel go to Frame sub tab.
    • Resolution unit to: Pixels.
    • Change Frame Width to: 2480
    • Change Frame Height to: 3508. This are dimensions of A4 page at 300 DPI in pixels.
    • Change DPI to: 300

    Step 2

    Change Render Item properties:

    • In Properties panel go to Settings sub tab.
    • Change anti-aliasing to: 16 samples/Pixel
    • Change anti-aliasing Filter to: Mitchel-Netravali.
    • Change DPI to: 300.

    Step 3

    Change Render Item properties:

    • In Properties panel go to Global Illumination sub tab.
    • Under the Indirect Illumination tab thick Enable.
    • Change Indirect Rays to: 512.
    • Change Indirect Bounces to: 3.
    • Under the Irradiance Cashing tab thick Enable.
    • Change Irradiance Rays to: 256.


    11. Final Tweak of Materials

    Step 1

    Select all material groups (milks, plastic,paper) and drag above the base shader. Duplicate Base shader 3 times and put one shader to each milk, plastic and paper groups. This way they will have their own shader assigned later. You will be able to control shading quality for each material individually. Select Milk material, go to Material Ref and change its BRDF:

    • Change Diffuse Amount to: 15.0%.
    • Change Diffuse Color to: 0.82 0.83 0.82.
    • Change Specular Amount to: 5.0%.
    • Change Specular Fresnel to: 40.0%.
    • Change Roughness to: 20.0%.
    • Change Reflection Amount to: 0.5%.
    • Change Reflection Fresnel to: 40.0%.
    • Turn on Blurry Reflection.
    • Change Reflection Rays to: 512.
    • Change Clearcoat Amount to: 100%.
    • Change Bump Altitude to: 5 mm.

    Step 2

    With Milk material selected, go to Material Trans and change its settings:

    • Change Subsurface Amount to: 70.0%.
    • Change Subsurface Color to: 0.83 0.81 0.75.
    • Change Scattering Distance to: 3 mm.
    • Change Maximum Depth to: 1 m.
    • Change Roughness to: 20.0%.
    • Change Front Viewing to: 80.0%.
    • Change Samples to: 512.

    Step 3

    Add noise layer to milk group:

    • Change its Effect to: Bump.
    • Change Type to: Simple.
    • In Texture Locator sub tab change Size on X, Y, Z to: 1.52cm.
    • Change Projection Type to: Solid.

    Step 5

    Select Base Shader and change its Shading Rate to: 0.25 pixels. Add another layer to this group. In the Shader Tree go to Add Layer > Special > Render Output. Call this layer Alpha: milk and set its Effect to Alpha.


    Step 6

    Select plastic material group and Select Base Shader and change its Shading Rate to: 0.25 pixels.


    Step 7

    Select paper material group and Select Base Shader, change its name to SH:0.5 and change its Shading Rate to: 0.5 pixels. This way texture on cup will be sharper.



    12. Create Output Layers for Composition

    Step 1

    When all shaders are ready it is time to create Render Outputs. Do the following:

    • In the Shader Tree create new group (Add layer > Group). Call it OUT, leave its properties with default settings.
    • Inside OUT group create another group. Call it cup.
    • In its Properties panel change Polygon Tag Type to: Selection Set and Polygon Tag to cup
    • Go to Add Layer > Special > Render Output. Call this layer Alpha: cup and set its Effect to Alpha.
    • Inside OUT group create another group. Call it Photoshop_out_LinearDodge.
    • Go to Add Layer > Special > Render Output. Call this layer 01_Diffuse and set its Effect to Diffuse Shading (Total).
    • Add Render Output and call this layer 02_Transparent and set its Effect to Transparent Shading.
    • Add Render Output and call this layer 03_Reflection and set its Effect to Reflection Shading.
    • Add Render Output and call this layer 04_Specular and set its Effect to Specular Shading.
    • Add another Render Output and call this layer 05_Subsurface and set its Effect to Subsurface Shading.
    • Add another Render Output and call this layer 06_Luminous and set its Effect to Luminous Shading.
    • Now you have all Render Outputs for composition in Photoshop.

    Step 2

    You can see in Preview Window how Render Outputs looks. You can inspect all channels individually. Modo will render all those layers. To start render press F9.


    Step 3

    When render is ready save press Save Layered Image button [1] and save it as Layered PSD file.



    13. Create Final Layered Composition in Photoshop

    Step 1

    Open final render PSD file, group layers to make final composition.

    • Place them in order from 01... file to 06...
    • Select A:all layer and create selection from layer pixels. Select all pixels, to do so activate Marquee tool and press CMD/CTRL + A.
    • Copy layer pixels press CMD/CTRL + C.

    Step 2

    Create mask on group and paste pixels in to mask CMD/CTRL + V.


    Step 3

    Select all Alpha layers (with name starting with A:..) and press CMD/CTRL + G to group this layers. Name this group alpha.


    Step 4

    Select layers named from 01 to 06 and change its blending mode to Linear Dodge (Add).


    Step 5

    • Press CMD/CTRL + G to group layers.
    • Name this group color.

    Step 6

    Select A: milk layer and copy all pixels press M and CMD/CTRL + A than CMD/CTRL + C.


    Step 7

    Select 03_Reflection Shading layer and add Layer Mask, select mask and paste pixels CMD/CTRL + V.


    Step 8

    • Duplicate 03_Reflection layer.
    • Change its Opacity to: 79%.

    Step 9

    Select 03_Reflection layer and invert mask - press CMD/CTRL + I.


    Step 10

    • Select A: milk layer and copy it CMD/CTRL + C.
    • Select 05_Subsurface layer create mask, select mask and paste pixels CMD/CTRL + V.

    Step 11

    • Zoom in to see milk splash in close up. You need to get rid of black outline around the milk.
    • Add Layer Style (fx).

    Step 12

    • Add Inner Glow layer.
    • Set its Blend Mode to Normal.
    • Give it light Gray color.
    • Change Size to: 16 px.

    Step 13

    See how edges of splash are light from inside now.


    Step 14

    • Add Levels layer.
    • Add layer mask and paste pixels to mask.
    • Move Gray slider to the base of the histogram.

    Step 15

    Turn off visibility layers of Final Color Output and Background layer. Save file.



    14. Create Final Artwork for InDesign

    Step 1

    Create new document:

    • Name document moMilk wild strawberry.
    • Set its size Width to: 210 Milimeters and Height to: 297 millimeters.
    • Set Color Mode to CMYK Color.

    Step 2

    Create new document:

    • Show rulers - press CMD/CTRL + R.
    • Draw guides to document bounds.

    Step 3

    Expand documents to make bleed.

    • Press Image > Canvas Size (Alt + CMD/CTRL + C).
    • Turn on Relative.
    • Set Width and Height to: 6 millimeters.

    Step 4

    Expand documents to make bleed.

    • Add Layer > New Fill Layer > Solid Color and choose Pink C: 5%, M: 80%.

    Step 5

    Add new Smart Object.

    • In Bridge select final render PSD file and drag it on the canvas.
    • Press Shift while dragging. This way new layer will be centered on the canvas.

    Step 6

    Activate Marquee tool and create selection from Smart object.


    Step 7

    Create Layer Mask. Select mask and change its Feather to: 0.9 px.


    Step 8

    With Ellipse tool create new Shape Layer. Call it Ellipse_01. Fill it with white color.


    Step 9

    Press Right Mouse Button and from menu choose Convert To Smart Object.


    Step 10

    Add Layer Style - Color Overlay in its properties set color to:#ec82b1.


    Step 11

    Activate Transform (CMD/CTRL + T) and make Ellipse_01 layer much bigger, like on the picture.


    Step 12

    Go to Filters > Blur > Gaussian blur.... and give it high value of: 794.9 Pixels.


    Step 13

    Duplicate Layer Ellipse_01 and change its name to Ellipse_02. Change its Layer Style - Color Overlay in its properties set color to:#f8d9e1.


    Step 14

    Change its Gaussian Blur to: 384.6 Pixels.


    Step 15

    Add shadow under cup.

    • Make selection with the Ellipse Marquee tool.
    • Create new layer call it: Shadow.
    • Fill it with Dark Gray pink color: #a0195e with Paint Bucket tool.

    Step 16

    Go to Filters > Blur > Gaussian blur... and give it value of: 5 Pixels.


    Step 17

    Select 4 layers that make background and press CMD/CTRL + G to group them. Call this group pink.


    Step 18

    Prepare yourself 4 strawberry images with transparent background. Grab first of them in the Bridge and place it on to the canvas as Smart Object. Create new group (CMD/CTRL + G) and call it: Strawberry_01 Hero. Change this group color to Green.


    Step 19

    • Duplicate layer and call it Strawbberry_01 GI.
    • Go to Filters > Blur > Gaussian blur... and give it value of: 19.6 Pixels

    Step 20

    • Add Layer Style - Drop Shadow.
    • Set it Color to: #D6D3CA
    • Set it Distance to: 21 px
    • Set it Spread to: 21 px

    Step 21

    From the Right Click Menu chose Create Layers and change Shadow Opacity to: 100%.


    Step 22

    Duplicate Strawberry_01 layer and Flip it Horizontal.


    Step 23

    Change Layer Style colot to > #EC82B12.


    Step 24

    • From the Right Click Menu choose Rasterize layer.
    • Activate Filter > Liquify.
    • Activate Smudge and distort image to fake reflections on milk surface.

    Step 25

    • Change layer Blending Mode to Multiply.

    Step 26

    Change Layer opacity to: 11%.


    Step 27

    Duplicate layer Strawberry_02...


    Step 28

    Change Layer opacity to: 20%.


    Step 29

    • Add Group mask to Strawberry_01_Hero group.
    • Mask group with Brush tool.

    Step 30

    Select Strawberry_02 in Bridge and drag and drop on to the canvas. Place it like on the picture. In layers palette change its Color to red.


    Step 31

    Change Layer Blending to Multiply and Layer Opacity to: 32%.


    Step 32

    Go to Filter > Blur > Gaussian Blur set its Radius to: 7 Pixels.


    Step 33

    Set its Blending Mode to Multiply.


    Step 34

    Drag and drop another Smart object Strawberry_03. Change its color to yellow.


    Step 35

    Drag and drop another Smart object Strawberry_04. Change its color to Gray.



    15. Make Print-Ready Ad in InDesign

    Step 1

    Create new document in InDesign, make it size A4 (Width: 210, Height:297 mm).


    Step 2

    Place base sketch to make final artwork, by drag and drop it on to the canvas.


    Step 3

    Add layer Bitmap drag and drop final render PSD file on to the canvas.


    Step 4

    • Create new Vectors - edit.
    • Drag and drop moMilk - logo.eps logo on to the canvas. Move it the right lower corner of the page.

    Step 5

    Add new Text frame and with the text tool add body copy.


    Step 6

    Drag and drop moMilk - new flavor.eps on to the canvas. Move it the left top corner of the page.


    Step 7

    • Add new layer, call it Vectors - edit.
    • Add two Text frames and change their angle to 6°.
    • Place title in the frames, give text color: # ce0006.
    • Duplicate layer Vectors - edit by dragging it on the small square in the Layers palette.
    • Select text frames and press CMD/CTRL + Shift + O to create shapes from text.

    Step 8

    You can turn off Bitmap layer temporarily to see if you matched initial sketch.


    Step 9

    Turn on Vectors - outline layer and you are ready to make PDF file for printing.


    Step 10

    Go to File > Print...

    • In Printer chose PostScript File.
    • In PPD chose Adobe PDF.

    Step 11

    In setup:

    • Set Paper Size: chose Custom.
    • In Page Position chose centered.

    Step 12

    In Marks and Bleed:

    • Turn on Crop Marks.
    • In Bleed and Slug turn on Use Document Bleed Settings.

    Step 13

    In Output:

    • Set Colour to Composite CMYK.

    Step 14

    Graphics:

    • Set Send Data to All.
    • Set Fonts Download to Complete.
    • Set PostSctipt to: Level 3.
    • Set Data Format to: Binary.

    Step 15

    In Colour Management:

    • Set Colour Handling: Let InDesign Determine Colours.

    Step 16

    In Advanced:

    • Set Preset to height Resolution.
    • Save PS file to disk.

    Step 17

    Activate Acrobat Distiller:

    • In Acrobat Distiller set Default Settings: Press Quality.
    • Select moMilk wild Strawberry print A4.ps and drag and drop this file on to the Acrobat Distiller Window.

    Step 18

    You can open ready PDF file in Acrobat to inspect it. You have file ready to print.



    Conclusion

    In this tutorial, we have shown you how to combine the use of Photoshop, InDesign, and 3D applications to create a print ad for a commercial product. We began by showing you how to create a 3D render of a product, then showed you how to export that image and composite it into a scene in Photoshop. Once your artwork was ready, we finally brought it into InDesign to create the final advertisement. We hope you learned something from this tutorial and can use these techniques to create print advertisements of your own.