I started by creating a beer label. To do so, I look around what already exists. I wasn't surprised to see that there are lots of beer brands in the world - just enter "beer labels" in google.
step 2 of 9
Doing something very new isn't easy, but I hope my label is somehow new...even if I found something that looks like mine, I created it myself...
step 3 of 9
Now that I have my label, it's time to model the bottle and the rest:
First, the bottle. I used a plane, deleted 3 from 4 vertexes, and start modeling the profile of the bottle by extruding the single vertex. Just add an "Screw" modifier, and there it is...
step 4 of 9
The I continued with the cap.
This was a good opportunity to play a bit around with the "array" modifier. I used again a plane, added some vertexes, and put it in shape, so that I got this cap. It mustn't be perfect, since you only see it from below in the final pic.
step 5 of 9
The beer itself is just a shrunk copy of the bottle. I deleted the inner vertexes, so that it becomes plain.
step 6 of 9
For the condensation (this gives the image a little freshness), I used a sphere, added a "Simple deform" modifier and set this one on taper, to get a drop-like shape.
step 7 of 9
Next step is to use this little drop (as object) in a particle-system. Now, you'll have to play a bit around, depending if you want more or less drops appearing on the bottle. By the way, the volume I used as emitter is again a shrunk copy of my bottle.
step 8 of 9
Now comes the label. This is simple: add a plane, add a Bezier-circle, and put an "Curve" modifier on the plane. Select the Bezier-cirlce, and the plane gets round (add some "loop cut & slide if necessary to divide the plane).
Save your image as PNG or another format allowing "Alpha-chanel". By doing this, you can use the "alpha-chanel" to get a label with the shape you want, just add an image texture, an transparent and diffuse node and connect them via a mix-shader node, to get an cutout/cropped label (just the label itself without an white background).
step 9 of 9
Finally, put all this things together, set your camera, lights and material (mostly Blender default materials such as "Glass" and "Glossy" etc.), and render with cycles render. To get more control about the lights, I use to add a big cube which acts as a room. Otherwise, Blender considers the World-lightning which is often too much or not enough when you want to get studio-shooting render.
BUT: Since I'm a "Newie" (I only use Blender over the last 12 month) and the most I know, I've teached me myself, my wokflow may not be the most accurated... I'm still learning ever day.