Let's create a medicine jar (Part 1) - Blender tutorial!

spotlight jar 1.webp

Today I will teach you how to create a medicine jar like the one above, using Blender. It is so easy!
We will start by creating a new file and deleting the Default cube by clicking on it and pressing X.

Now we will press Shift + A to create a new mesh, it will be a cylinder.

Then press 1 to get the front view.

Then if we press G to move but before moving we press Z, we will move the cylinder only in Z axis, so we can align it like this.

Next step is press TAB button so we enter EDIT MODE. Our cylinder will look like this:

To the right of Edit Mode, we have Select Mode, we will pick Face and click on the face on top so we can modify it.

Now press I and move the mouse a little to create an inset face.

Press G, then Z, and move the mouse a little up to move this face a little only on the Z axis.

Press E for extrude and move the mouse a little up.

We now have the basic shape of our jar.
Press X and select Face to delete this face.

Go back to Object mode by pressing TAB. And then on the modifiers tab we will click on Add Modifier.

And select Subdivision Surface.

Here I change the Levels viewport to 2 because my computer can handle it, you can leave it at 1 if yours can't. Also right now our jar looks weird but we will fix it in the next steps.

Let's go to Edit mode again and click on any face here.

Then press Ctrl+R and click and move down to position the new edge all the way down.

We do the same again but moving up.

Let's create two more here and here:

Now we go to the bottom face and press I and create an inset face.

We'll go back to Object mode and right click on our object and select Shade Smooth.

We will add a new Modifier, this time Solidify.

I will increase Thickness to 0.04, you can use as much as you like.

For the cap we go back to Edit mode and select this Edge, if you press ALT and click, you will select the whole loop.

Now press Shift+D to duplicate the loop, move a little up, and press Z to keep it in the Z axis. Then press S to scale it a bit bigger.

Now right click and go to Separate and select Selection.

Now we have 2 objects. We have to go back to Object Mode to select the loop of our cap and go back to Edit mode to continue working with it.
With our loop selected we'll press E to extrude and Z to keep it in the Z axis. Press S to scale it to a bit smaller. Then press F to create a Face to fill the gap and finally press I to create an inset face on it.

We are nearly done! Congratulations on making it this far!
Back in Object Mode, select the cap and press G to move it and Z to keep it Z axis and move it a little down where it belongs.

Bottle and cap are finished. Now let's create the materials.

Go to the Shading tab on top, select the jar and then go down and click on New Material.

Change the name of the material to jar or bottle, whatever you prefer.

Click on the Principled BSDF shader and delete it as usual with X or SUPR. Then press Shift+A to add a new shader and click on Search.

Type glass and select the Glass BSDF shader.

Connect the shader to the Material Output and it will look like this.

This is a great moment to save your work, before going forward.

Position your mouse cursor to the n and press Z, you will get these options and select Rendered.

If it looks like this we will change the Render Engine from Eevee to Cycles.

It should now look like this:

If you experiment problems with the render view we can make some adjustments here. If you have a GPU change the Device from CPU to GPU Compute. In Sampling/Viewport, decrease the Max Samples to something like 32 or below if needed; activate the Denoise. In Render decrease the Max Samples too, we will try with 100 this time and activate Denoise too.

You can go back to Material preview by pressing Z in the viewport again if your computer can't handle continue working on Render preview.
Back in the viewport we will press Shift+A to add a Mesh, Plane.

Then we will press S to scale and move our mouse to make it as big as we want.

Keep the Plane selected, let's create a new material for it, name it floor and change the color to any you want, I also increased the Specular and decreased the Roughness.

We will create a new Light, with cursor on viewport press Shift+A, go to Light/Area.

With the new light selected press G to move, and move it on the Z axis a bit up. You can now also go to the Data tab on the right, it's a little light bulb. Here you can change the light Color, Power, Shape, Size, etc. You can see my settings below.

Now I will delete this default light that appears on the top right of the viewport.

Right now if we press 0 (zero) we will see what the camera will render. This is not exactly what we want and will adjust it.

Stay in the viewport and press N. You will discover this new panel, select View on the right and activate Camera to View.

You can now freely adjust the Camera View to capture the image you actually want to Render, simply move around by clicking the middle button of your mouse, or Shift+Middle button if you want to drag.

Very important: Uncheck the Camera to View option before continue.

Select the light you created before and press Shift+D to duplicate it, before doing anything else, press X to move it on the X axis and then click to confirm. Then press R to rotate it and point to the jar.

Change the color of the light if you want, I will make it pink just for fun, then I will duplicate the center light again and move it to the right and give it another color. This is how our scene should look like now.

You can check how the actual final image will look by clicking on the menu Render/Render Image.

Feel free to create a new material for the cap before rendering.

Save your render by clicking on Image/Save As...

And since this tutorial is getting really long, we will continue in a new tutorial soon to create the tag and the capsules! I promise it will be really fun!
Don't hesitate to leave a comment if you have any question and tag me in social media if you upload a jar!

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It is extraordinary💓

thank you!