I recently launched a downloadable step-by-step video training course showing you how to create a photographic product visualization using KeyShot and Photoshop. It is called ‘An introduction to photographic product visualization using KeyShot and Photoshop’ and consists of 2h 45m of detailed step by step video with voiceover that leads you comfortably through model import over custom material creation, composition and staging, tailor-made lighting to output and final post processing with tips and tricks to get a photographic look. Wether you’re beginner or intermediate user of KeyShot, I’m certain you’ll gain new skills that will leverage your future work.
Spray paint brushes:
In this tutorial I walk you through the process of creating a spray paint overlay material in KeyShot using the material graph. I’ll be covering how to add a material as a label, how to use an opacity map, how to create your own spray paint mask in Photoshop and why it can give you better results by blurring the bump map slightly.
In this tutorial I walk you through the process of creating a hammered metal material in KeyShot 6. If you are new to the material graph inside KeyShot I believe that this video serves as a great introduction to that as well.
In this tutorial you’ll learn:
1. how to use more than one bump map on a single material.
2. how to blend two textures together as one roughness map.
3. how to duplicate and adjust one map to use as several different inputs.
4. how versatile the cellular procedural texture is.
While scouting the web for inspiration on lighting techniques, I came across this video on how to set up studio lighting for shiny objects like silverware.
It is a quite informative video, but it also shows how traditional product photography can be a slow, tedious and equipment-heavy process. Watching it made me really appreciate the many benefits of creating product images using the computer as the only tool. I have listed three main reasons why I love computer generated imagery for product visualizations here:
It is fascinating to see in the video how much a slight angling of the light source impacts the look of the image. However, it also shows the slow process of having to run back and forth between the light sources, camera and computer every time make a change and to assess it.
In a visualization software like KeyShot the same process is done by a single click and drag procedure and the result is shown right away.
This means that you can try out far more possibilities in the same period of time, thus making it faster to converge towards the best looking lighting for the final visual.
Let’s say, in a traditional photoshoot, you have perfected the position of your product and lighting, but want to try out another ground plane. You wouldn’t be able to replace your ground plane without moving your product as well and getting it back in the exact same position would be a slow and tough process if not impossible.
When creating a product visualization on the computer it is possible to change one single attribute without affecting anything else.
Again, it is a huge time saver. A few button pushes and you’ve tried out the look of several ground planes.
3. UNLIMITED (AND FREE!) POSIBILITIES
This is probably the one that I like the most. When creating a studio setup inside the computer, everything is free. Your creativity is not constrained by a tight equipment budget. If you need any extra source of light, you just create it. And you can adjust it to have the exact color, intensity, falloff, angle, etc that you need. If you need 100 sources of light, you just create them too. Zero bucks. If you need your product to be sitting on three gold bullions, you just create them. No cost. If you… I think you get the point.
The silverware studio lighting video inspired me to create a silverware visualization myself. I wanted to try out his single light approach. I created the visualization below from scratch in roughly an hour. Including downloading the model from turbosquid, setting up the materials and lighting, the render time and a bit of post processing in photoshop.
Another benefit here is the fact that if I need to change something, at any time, I can open up the exact “studio” in a matter of seconds and do the changes within minutes. No need to set up the studio once again (and destroy the setup for the new product shot that I was working on), take new photos and rearrange the setup back to where it was.
Feel free to contact me if you want to learn more about how you and your company can benefit from using CG product visualization for your visual material.
Hi everyone. Esben Oxholm here. In this tutorial I want to show you how to create the detail layer that you will find in the post processing in all of my practice scenes. If you are interes you can go to www.gumroad.com/esbenoxholm and download these practice scenes and get the models that has been used, the KeyShot .KSP and the Photoshop .PSD used for all the post processing. Two of them are free or pay-what-you-want and this one comes with the small price of five dollars. Enough with advertising for now. Lets dig in to the actual tutorials.
I got a question about how I created this detail layer that you will find in the .PSD that comes with the practice scene. It is actually quite simple. So just follow along. Here I have the rendering straight from KeyShot and the first step we need to do to create the detail layer is to copy it to a new Photoshop document. So I press cmd+A, cmd+C, cmd+N, click okay, and cmd+V to copy it in. Then I go to image > adjustments and select HDR Toning. What I want to create here is a layer where the details sort of pop. I dont need any colors so I turn down the saturation. I want a lot of details and I want a pretty small radius. The strength – turn it up to something like this. I also want to avoid highlighted areas so I’ll turn the highlight slider down a bit and I also want to avoid completely black areas, like this and this area here, so I turn up the shadow slider just a bit. Something like this, which is what we need for the detail layer.
I click okay. Then I press cmd+A to select the entire image, cmd+C to copy it and then I go back to the original rendering. Here I press cmd+V to copy it in and you see we get it as a layer for itself. I rename it to ‘Details’ and change the blending mode to ‘overlay’. Then I hold in ‘ALT’ and press this mask button, so we actually don’t see anything of it. Then I will take a big and soft brush with the flow of something like 20, make it white and then I’ll simply draw in the areas where I want the details to show more. So around these buttons here and the cracks in the glass and the fingerprints and I turn down the size of the brush a bit and go over the area here and the area on top of this stick. Something like this. Then I will just turn the layer on and off to see how it looks without and with it. There is a huge difference as you see. Typically is a bit too much I think, so I’ll turn down the overall opacity to something like 50 or 60 or whatever you think looks good. That is actually all you have to do to create this detail layer and get your details to pop!
Thanks a lot for watching. I hope you learned something and as always subscribe and like if you would like to see more like this and to help other just like you to find this resource.
Hi guys. My name is Esben Oxholm. In this tutorial I want to show you how you can use the geometry editor that comes with KeyShot 6 to split a model into two separate pieces that you can give two separate materials, even if you didn’t color them in two different colors within your CAD software.
For the tutorial im going to use this gaming device model that you can grab for yourself at my gumroad page which is https://gumroad.com/esbenoxholm. Along with the model as a step-file you will get the KeyShot KSP-file that I used to create this rendering and a Photoshop PSD with all the layered post processing that I did to create this image as well. So there is a lot of stuff to dig into if your are interested. Check it out. https://gumroad.com/esbenoxholm
I am going to have a look at this analog stick on the gaming device and I want to be able to color the top part in a different color than the bottom. That is not possible at the moment because it is just one single piece of geometry. To split them apart, what we have to do is to right-click the object and go to ‘edit geometry’. This opens up the geometry view and it also opens up this box where we can select different options. For now we want to go with the ‘split object surfaces’. Pick that and click ‘next’ which brings up this dialogue.
What you have to do is to select a piece of geometry or a piece on the model that you want to have as an object for itself. KeyShot uses an splitting angle to define where to split the part.
So, right now we have picked the top surface here and the splitting angle is at 45 which means that all this green stuff is going to a part for itself and the grey part is going to be a part for itself. We want to split up here and to do that we simply just dial the splitting angle down until it splits the surface. And… that is actually not quite what we want. We want to split here, so maybe if I pick here and you can see it is looking much better. We want the bottom part to be a part of this area as well. By holding down command and left-click the two surfaces they will group together and the grey part will be a part for itself. With this I click ‘split object’ and we can now see that it is two different parts. Then click ‘done’ and close the geometry view and if you select this model again you can see over here in the part tree that it is divided into two different geometries.
Now we are able to give them two different materials. We can have a matte black on the top and a glossy black down here. That is all that there is too it. It is quite simple when you first get the hang of it.
Thanks alot for watching. I hope you learned something and please like and subscribe if you want to see more like this and you want to help other just like you to discover this learning resource. Again, thanks!
PRACTICE SCENE #3 is soon ready. The download is going to include the model as a step-file, the exact KeyShot scene used for the rendering and a layered Photoshop file with all the post processing. Check out the clay/textured renderings below and remember to sign up at http://esbenoxholm.dk/diy/ before 04.04.2016 to get the scene at half the price.
PRACTICE SCENE #3 is soon ready. The download is going to include the original SolidWorks file, the exact KeyShot scene used for the rendering and a layered Photoshop file with all the post processing. Check out the before/after photoshop images below and remember to sign up at http://esbenoxholm.dk/diy/ before 04.04.2016 to get the scene at half the price.
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