3D tutorial
Jack Daniel's Bottle

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Modeling Continued...


The ridges need to be somewhat sharper, so we'll Bandsaw again. Hide all the polys you don't want to be affected by the bandsawing process and start with the first ridge. Repeat this for all the others. Notice how they got sharper? Out of SubPatch mode unhide all and merge points as shown. Again repeat this all around the neck.

Scaling & stretching.


After some more extending and scaling/stretching your bottleneck should look similar to this. (I bet you can do it on your own now...)

Detail


You can add even more detail if you plan to render the bottle opened...

Refraction !


Ok, some considerations concering refraction. If light travels from one medium into another, it will change it's direction; it's being bent. The angle depends on the materials and is described by the so called "refraction-index". In perfect vacuum, the refraction index (RI) is 1.0, air has an RI of 1.003 and glass 1.5. So, applied to our bottle, the light will travel from air to glass to air (or whiskey if it's not empty), or: 1.003 -> 1.500 -> 1.003. To achieve proper refraction, we need to not only have a glass surface, but also an air surface facing the opposite direction of the glass surface (you guessed it; NO doublesided surfaces). And of course our bottle needs to have an interieur. So let's get it on with this one.

Just select the polys as shown above, copy them to a new layer and flip them. It's always a good idea to name your layers to keep things organaized. I suggeste something like "Bottle.Outside" and "Bottle.Inside" here. Now do a SmoothScale of 5mm (if you used another scale, the value will differ). You can now continue to extend/scale/stretch throughout the neck-area.
Once your bottle is finished so far, copy the Bottle.Outside to a new layer named Air.Outside and flip all the polys. Do the same for Bottle.Inside (only altering the name of the new layer to something like Air.Inside of course).

Time to attach the labels.


This is easy; just copy some polys of the Bottle. Outside layer to a new one (Labels), make a cut using the knife-tool close to the top and one close to the bottom to match the shape of the original. Two more cuts inbetween, that's it. Well not really; the front side of the label is mostly black with white writing on it, while the side that is glued to the glass is white. So we need a flipped copy of the label. The neck wrapper is simply a copy of some neck-polys SmoothScaled 100um and altered so that it doesn't fit the neck too tight. I will leave the back-label to you... To fill the bottle with whiskey, just cut some Air.Inside polys and paste them to a new layer, now close the top with manually created polys and you're done.

Textures


Empty that bottle of "God's Water" and soak it in warm water while you sleep to get sober again. After about half an hour you should be able to remove the labels without destroying them. You can either let them dry or iron them, which is what I did. This makes it easier to scan them too. Above you can see the scanned and retouched textures for the labels plus a custom bump map for the bottle itself.

Neck wrapper


This one is used for the neck wrapper. It was impossible to scan so I had to make it from scratch, which wasn't too hard since everything you need is already on the front label. (I know what you're about to say: "impossible to scan?! Bill Fleming even scans strawberry jam..." what I meant was; it would have been too distorted so this was the easiest way)

Surfacing the labels


Now that we have the textures ready, let's start with surfacing the labels. For the front label I added a new Endomorph I called "MorphMapping" (or "MappingMorph", can't remember, whee) and bent the side parts to the front. Then I created a new planar UV-Map in Z-Direction. Just set the Endomorph back to "base" and the label fits snugly against the bottle again.

Texture Editor


The front label is the only surface where UV-Mapping is needed. The neck wrapper is just mapped cylindrically. Let's have a look at the label surfaces first.
As you can see, the scanned textures where used on the color and bump channel. If you look real closely at a JD bottle's label, you'll notice that the black background is a little depressed and not perfectly smooth.

Surfacing the labels


That's what the second bump texture is for. It's a crumple texture, squashed along the y axis. The gradient on the left of the above image is used on the reflection channel, using incidence angle as input. This one causes the label to reflect more light, as the angle becomes smaller. (you could even use a fast fresnel shader, but I believe a gradient will render faster here, we'll use the fast fresnel later on)
Go on to the next section "Textures continued" ...

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