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Behind the Scenes: Tasty Cherries

8

About

Hi. I’m Morteza Tahmasbi, I’m 25 years old and I live in Iran. I would love to tell you briefly about how I got introduced to and interested in Blender.

Back in high school, one of my friends was really into open source softwares and he introduced me to Blender and the whole computer 3D visualization world.

After working with Blender, I realized how much I enjoy creating my own ideas into 3D shapes. I started working with Blender and back in those days finding good quality tutorials was really hard, and, of course, there were none in Persian (my native language).

There were also no educational classes in Persian for Blender, so I had to find my way around it by myself with the help of YouTube tutorials.

 
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Before the release of Version 2.8, Blender wasn’t known among the CG artists in my country, and many artists did not even know that it’s a 3D software!

But right after the release of Blender 2.8, everything changed and now it’s becoming well-known and used by a lot of Iranian artists.

Since there were no Blender Tutorials in Persian, I decided to start making tutorials. I created a website and started to record Blender tutorials in my native language for those who are not very comfortable with English.

Here in this article I want to show you the making of Tasty Cherries in Blender.

Inspiration

The picture below came across my browser and sparked the idea of re-creating it with Blender.

Modeling

I imported the picture as my reference in Blender and started modeling the cherries. I used the Cube for modeling and added modeling final touches with Loop Cut and the Subdivision Surface Modifier.

After finishing with cherries, I had to model the stems. I used a cylinder as my base shape and then added details to it with sculpting.

While Sculpting the tree branch, I used the Remesh tool, which had been added to Blender 2.81. Remesh is a great tool that helps you through the sculpting process.

The next step was modeling the leaves. I used a plane as my base shape and then created the final forms with Loop Cut and Proportional Editing. I copied the leaf I had modeled and, by using Snap tool, attached each copy to the tree branch.

I copied the whole thing a couple of times and put the copies in different locations from the camera view, then I turned on the depth of field in the camera setting. Using depth of field always helps you to create better and more interesting results.

Materials and texturing

For texturing the leaves I downloaded free and high-quality textures from cgbookcase.com. To be able to use different textures for the front and back of the leaves, I used the Backfacing option in Geometry Node Settings.

For the stem textures, I painted the texture according to stem colors in my reference picture.

Texturing the branches was the tough part because I couldn’t find a proper texture. Cherry Tree branches have a very specific texture and I couldn’t use anything I found online, Then I remembered that we have a Cherry Tree in our backyard, so I grabbed my professional DSLR camera and took different pictures of the branches.

As you can see above, I took nice pictures, and with Texture Paint I created the texture I needed for my tree branches.

For the cherries, I used the picture below as texture and created the materials with the nodes mentioned below. Easy peasy!

Material preview (EEVEE)

Lighting and rendering

To light my scene, I used a downloaded HDRI picture form hdrihaven.com and, by using sunlight, I improved my lights and shadows.

I rendered my scene using Cycles, with the new and amazing Adaptive Sampling feature, which saved me a lot of time.

Also, with the help of Denoise Filter in Compositor, without increasing the sample count, I was able to render a noise-free scene.

Final render

That’s it! I hope you enjoyed this article and find it useful :)

Tools: Blender/Cycles
PC Specs: Intel corei5 6600k + GTX 970 + 16GB Ram

About the Author

Morteza Tahmasbi, Freelance 3D artist

 

 

About the Author

Abby Crawford

I've been a part of the BlenderNation team since 2018, producing Behind the Scenes and Meet the Artist features that highlight Blender artists and their work.

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