How To Make Raspberries

Greetings and a warm welcome to My name is Senad and in this tutorial I will show you how to make some delicious Raspberries. Since this is very basic stuff, this tutorial should be more useful for beginners. So, if you are at the beginning of your great career as a CG artist you probably should read this tutorial, maybe you learn something ;).

Before we start we need to take a look at some reference photos, this is very important because we need to know how a raspberry looks like. Be looking at the images I see three things that we need to make, the fruitlets, the small yellow thing and the hair. Now we know how a raspberry looks like and we can finally start to make one in Blender.


What can you learn:
- how to model the fruitlets and the body for the raspberry
- how to use the particle system to spread the fruitlets over the body
- how to use the lattice modifier
- how to make delicious materials
- a cool but very easy trick to make the material look a little bit different for every fruitlet

Even if this tutorial is more for beginners you should have some basic knowledge about using blender, I‘m not going to explain every
button you need to push and press.



For the fruitlet we will use the UV Sphere, set the segments to 12 and the rings to 8.


In Edit mode select the two Vertices shown in the image.


Turn on Proportional Editing and scale the Sphere down on the Y axes to 0.86.


Turn off Proportional Editing, select the Vertices shown in the image and move them on the X axes a little to the inside.


Go in to Object mode, add a Subdivision Surface modifier and set the Render to 1, set the Shading to smooth and we are done with the modeling of the fruitlet.


To make that small yellow thing we will use a cylinder, set the vertices to 6 and the cap fill type to nothing.


Tab in to edit mode, rotate the cylinder on the Y axes about 90 degrees and scale it on the Y and Z axes ( press S then Shift + X ) to make it very thin.


Add 4 or 5 cuts ( ctrl + R ).


Add two more cuts to the last segment on the right side.


Select all faces between those new cuts and scale them up on the Y and Z axes
( press S then Shift + X ).


To UV Unwrap it select all faces, go to top view, press U for the UV Mapping menu and select Project From View.


Because our fruitlet is going to be used as a particle we can't use the particle system for the hair. We need to model the hair and make it a part of the mesh, for that we will use a Cube. In Edit mode delete the right and left face of the cube just like on the image.


Scale the cube down on the Y and Z axes to make it really really thin, then move it to the right, we need the origin point of the cube to be almost on the end of the left side.


Add three cuts and scale the right end down to make the cube look like a needle.


UV Unwrap the hair just like the small yellow thing. Go to top view, select all faces, press U and select project from view.


The material for the hair is very simple. We will use a
Subsurface Scattering shader and a translucent shader,
combine them with an Add shader node.


Add a Glossy shader, keep the default settings, and mix with the Add shader, use a fresnel node and connect it to the mix factor.


To make the hair look soft we will make the tip a little bit transparent.
First add a Transparent shader and mix it with tho other nodes.


Now add a Gradient texture connect it to a ColorRamp node and connect the ColorRamp node to the mix
factor, move the left handle of the ColorRamp node a little bit to the right so that the bottom of the hair has zero transparency.


Duplicate the hair a few times, go it to Edit mode select the tip, turn on Proportional Editing and change the shape of the hair, rotate it or move it around you can‘t do much wrong here, of course do this to all your hairs.


When you‘r done, select all your hair and press ctrl + G to make a group, name the group how ever you want, I will call my group „Hair“. You can now move the hair to
different layer.


For the small yellow thing we will start with the basic material setup, the diffuse and the glossy shader mixed with a fresnel node.


Add a gradient texture and a ColorRamp node, make the left thin part a light brown color and the bigger part a dark brown color, here are the Hex codes for the colors that I used 906E52, 795537, 522C14. And yes that thing is brown but I‘m still going to call it the Small Yellow Thing.


Add a Translucent shader, use an Add shader and put the output of the ColorRamp node in to the color of the Translucent shader.


We are coming now to the Raspberry material, this one look complicated because it needs to be a fruity, juicy and delicious looking material, but its really easy to do. When you make an organic material a Subsurface Scattering node is a must, set the Scale to 0.3 and use this color FF4D59, like everything mix it with a glossy shader the mix factor is again a fresnel node.


For this material we will need a second node setup, mix a Translucent and a Glass Shader and again use the fresnel node. Set the roughness of the Glass Shader to 0.6 and the IOR to 1.2.


Mix the two setups just like its shown in the image.


Add a Texture Coordinate node and connect the Generated output to the Vector of a Noise Texture node, set the scale to 10, connect the Fac output to the height of a Bump node, set the Strength to 0.1, connect the Bump node to the SSS and the Glossy shader. For now we are done with this material, there is something we need to add to it but leave that for later.


We are going now to combine our three elements to finish the friutlet, first we will add the hair. Go to front view and select the faces shown in the image, with the faces selected go to the „Data“ menu and under Vertex Groups click the plus sign, this will ad a vertex group, now just click Assign. Don‘t forget to select the same faces on the back side.


Open the Particles menu and add a new particle system, select hair and click on advanced, set number of particles to 100 for now and select random.


Scroll down to the Render tab, click on Group and select our group „Hair“ and click on rotation. Now go to the Vertex Groups tab and under Density select our vertex group.


Go to the Rotation tab and activate it, under Initial Orientation select Normal-Tangent, set the first Random value to 0.23 and the second to 2. In the Physics tab set the size to 0.025 and the random size to 0.4, now increase the number if particles to 600.


Position the small yellow thing like its shown in the image, maybe you have to scale it that depends how big it was when you made it, to join it with the fruitlet select first the small yellow thing and second the fruitlet than press ctrl+J.


Make a few copies of the fruitlet and just like you did with the hair change the small yellow thingies.


To make the hair a part of the mesh go to the modifiers menu and click on Convert.


Go to the Particles menu and delete the particle system by clicking the minus button, then just press ctrl+J to join the hair to the fruitlet. Repeat this for all fruitlets.


Select all fruitlets and press ctrl+G to make a group and name the group fruitlets.


Move the fruitlets to another layer, insert a circle to your scene and set the vertices to 14. we are starting now to make the body for our Raspberry.


Go to Edit mode, extrude the circle on the Z axes about 2 blender units and add 5 cuts to the mesh.


Select every second edge loop and rotate it around the Z axes for 15 degrees.


On the last edge loop on the bottom select every second vertex and delete them.


Now add a Lattice to your scene. It‘s shift+A and than select Lattice from the menu.


Scale the body down and place it in the Lattice just like in the image.


In Object mode select the Lattice and increase the number if vertical edges to 7.


Select the body and add a Lattice modifier, in the modifier options under Object select the Lattice.


You can use the Lattice to change the shape of the Raspberry body, this will be very useful later when you make copies of the berry, it‘s a fast way to change the look of every berry.


Add a particle system to the Raspberry body, select hair and click on advanced. Set the number of particles to 91, we want to make every vertex to emit one particle and 91 is the amount of vertices we have on our mesh. Under Emit From select Verts and deselect random.


In the Render tab click Group, select our Fruitlets group and select Rotation. Select also Rotation in the tab above and under Initial Orientation select Normal. In the Physics tab set the size 0.03 and the Random size to 0.22.


This our first result, not so bad, right? There is some stuff that needs to be fixed. The white dot in the middle is the body that we can see thru a small gap between the fruitlets, to close the gaps just assign the raspberry material to the body, it‘s cheating but who cares.


Here is a small rendering tip, go to the Scene menu, in the Color Management tab for the View select Film and play with the Exposure and Gamma values, you will get a much better render. The last thing I want to do is to make the color of the fruitlets change for every of them.


Lets go beck to our material, add a RGB node and set the color, you can copy it from the other nodes. Now connect it to a Hue/Saturation/Value node and connect color output to all nodes that need our color.


Add an Object Info node and connect the Random output to the Value of the H/S/V node. You can see the fruitlets change color, but now its to much. Because the value for the „Value“ is a random number between the minimum to the maximum we get some really dark fruitlets. Don‘t worry this is easy to fix.


Add a Color Mix node and two Value nodes, type in the value nodes 0.6 and 1, connect them to the Mix node and use the Random output of the Object Info node for the mix factor, connect the Mix node to the value input of the H/S/V node. Now the random value for the „Value“ will be between 0.6 and 1.


And here is our Raspberry, looks good to me. You can play with the Lattice to change the shape of the berry, make sure that the big hole is closed at the bottom and if you make more different looking friutlets to get more variation i for the small yellow things.

We are at the end of the tutorial and It took us just about 50 steps to make the Raspberry. Guys thank you very much for reading the tutorial I hope it was somehow useful to you, if you like you can like my page on facebook, follow me on twitter or google plus I would appreciate it, links are at the bottom of the page. If you have any questions go to my feedback page you can send me a massage. Sea you guys at the next tutorial.


And if you know the real name of the small yellow thing please tell me :).

11 Comments on “

  1. hey, i massaged u on facebook, but maybe you will read this more likely i have the problem, that the yellow thingy is pointing inwards, except for the most bottom row of fruitlets. do you have any idea why that may be? im using 2.78?

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