Realistic vase creation

During my st vincent island project, I will be creating assets and environemnts stricktly within 3D software, so no game engines. To add to my learning experience I have decided I will be using blender for this project as I have not used this software before and it allows me to learn different workflows, functionalities and gain experience with other industry ready software.

This render was made using blenders inhouse renderer called cycles. Blender also has a real-time renderer called eevee, but we wont be working with that.

When starting out a project, I like to clear the scene as with any other software if there is default assets placed in, just like Unreal Engine 4 with their templates. To do this i just press shift+a to select all objects and press x, hover over the deleve button and click.

To start off the model we can add 2 different types of curves. By pressing shift+a you can access the add menu selection. Add both the Bezier and Circle curves. seperate the circle curve from the Bezier curce by clicking on the circle curve and selecing the move tool on the left of the Blender interface.

The reason why we are using curves instead of starting from a primitive is because with a curve you can edit how the vase is built very easily while and after you create it using the tag points on the curve. If you used a model you would need symmetry and do trial and error until you complete the vase.

To start making this vase 3D we need to add a bevel using our Bezier curve. To do this simply select your circle curve, make your way into the mode tab, go under the geometry and bevel sub menus and select object under bevel and click on your circle, this should make it so your curve is now looking like a round puddle.

After you have gotten this result, you can select the bezier curve and press tab to enter edit mode. After you are in this mode you should see all the verticies become viewable and selectable. To edit your vase you can pull on the tags on the curve to make your vase longer, shorter, wider, thinner in 4 different areas. Vases tend to be thin at the top and thick at the bottom, so thats what I went with. You can create any type of vase with this method.

After you have come up with your desired vase, you can delete the curve and convert your vase to a mesh as you can see in the picture below. I had edited my vase a lot more and played around with making scenes in Maya to show off assets I had created. This scene creation is found in my blogs page on the same line as this one.

UV Unwrapping can be a veary daunting task, especially with objects curved. With this asset I simply did a normal automatic unwrap. I then went into the material settings for the ogject (Which is the red globe button on the right of your Blender interface) and selected a base colour using a solid colour chart.

The variation in colour in the final result is due to the normal map. This normal map makes most of the detail in this model as it makes it seem as there are more polygons then there are. The final result is an animation of a light hovering over the vase going from left to right. This is to show off how a normal map can add so much detail to a smooth object.

In this final screenshot I show my scene I had created for showing off my vase. I have created a post on how to create this scene with the emissive light.