Well I haven't really taken any advanced courses or tutes in modelling but I decided I would try and model a pepsi bottle and there are a few spots I'm having trouble figuring out the best approach for.
To do the swirly indents in the top part I used a lattice and just spun the top part and deselected the bottom set of lattice points as I went.
It's ok but... I'm guessing there's a better way to achieve this and with more control because I couldn't find any feedback on my rotation adjustents as I was doing it.
The bottom of a pepsi bottle has these indents which create little stubby nubs around the base. I am thinking of modelling a pyramid(ish) shape doing some bevelling and smoothing and then doing a boolean to cut out the notches. Right? Wrong?
And the label on the inside of the bottle has a desaturated almost white appearance and is not the bright blue that the outside is. How can I reproduce that? I was thinking of extracting the faces and making a new object inside a thousandth of a unit or so away from the outer label.
Why am I not getting a shadow cast on the display plane?
In Max there are easy ways to set up plastic and glass shaders for proper diffuse color opacity speculairty caustics etc... These seem to be harder to find in Maya.
And finally for now, how do I fill it with liquid?