This video shows how to create a 3D model using Blender 4.1. You will learn how to model, UV unwrap, and texture a wooden barrel using Blender. The final render was done in Blender.
Wood Sides
I start with a cylinder with 16 vertices and no cap fill
I set the origin to the 3D cursor and scale the cylinder to the desired size – applying the transforms
I add a horizontal edge loop to the center and scale the edge loop out along the X- and Y-Axis
I add a bevel with multiple loop cuts to give the barrel a rounded form
I select every-other vertical edge loop and add a bevel
I scale these new faces inward – this make it look like there are separate pieces of wood
I scale the top and bottom edge loops inwards to add some thickness – bridging the edge loops
I then add a horizontal edge loop in the middle of the interior and add a bevel with multiple loop cuts
I select the top interior edge loop and move it along the Z-Axis to flatten the top faces – repeating this process for the bottom interior edge loop
Under the UV Editing workspace, I select the top and bottom edges on the interior and exterior and a vertical edge along the back
I mark the seams, select the entire barrel and unwrap the barrel
In object mode, I add a smooth by angle modifier and tick the ignore sharpness option
*NOTE: In version 4.0 and earlier, you can just right-click and shade auto smooth
Wood Lids
For the lids, in edit mode, I duplicate the top and bottom interior edge loops
I then separate these edge loops
In object mode, I hide the barrel and select the lids
In edit mode, I select the lids and clear the seam
In edge select mode, I select the edges and add faces
I add new faces to the edges that need them to make separate planks
I select the smaller faces and extrude them along the Z-Axis
I check the normals to make sure they are facing the correct direction
To add some thickness, I select each lid separately and extrude along the Z-Axis
Under the UV Editing workspace, I select the top and bottom edges and a vertical edge along the back
I mark the seams and then select the lids and unwrap them
Metal Bands
I select the barrel and in edit mode, select the faces I want to become the metal bands
I duplicate the faces and separate them from the barrel
In edit mode, I clear the seams
I select the small interior faces and then use CTRL + Numpad Plus to select the sides of these faces – deleting the selected faces
I select the vertices left behind and merge the vertices in the center
I add a solidify modifier above the smooth by angle modifier – applying it in object mode
Under the UV Editing workspace, I select the top and bottom edges and a vertical edge along the back
I mark the seams, select the metal bands, and unwrap them
Wood Material
I select all the wood objects and unwrap them onto one UV map
With UV sync turned on, I select the slats and rotate them so they are properly positioned on the UV map
I then turn off UV sync and select all the UV islands
Under the UV menu, I select pack islands – turning off the rotate option
Textures:
Wood 060: https://ambientcg.com/view?id=Wood060
Metal 029: https://ambientcg.com/view?id=Metal029
Gray Overlay: https://pixabay.com/illustrations/texture-gray-overlay-318907/
I go into material preview
I split the viewport and open the shader editor
I will be using the Node Wrangler add-on
I make a new material for the wood
I select the Principled Shader and use SHIFT + CTRL + T to open the wood textures
I add a mix color node and connect the AO map and the color map – changing the blend mode to multiply
I also increase the scale of the textures using the mapping node
I apply this same material to the lids
To add some more detail to the material, I add the grunge texture
I duplicate the mix color node and connect the grunge texture to the B input and the color map to the A input – changing the factor to 1
I connect this second mix color node to the A input of the first mix color node
I connect the color of the grunge texture to the factor of the mix color node
I add a color ramp in between the grunge texture and the factor of the second mix color node
I change the blend mode to subtract
I move the color stops to change how the grunge appears on the wood
Metal Material
I select the metal objects and unwrap them onto one UV map
With the UV sync option activated, I select the horizontal islands and rotate them so they are properly positioned on the UV map
I then turn off UV sync and select all the UV islands
Under the UV menu, I select pack islands – turning off the rotate option
I make a new material for the metal and assign it to the metal bands
I select the Principled Shader and use SHIFT + CTRL + T to open the metal textures
I also increase the scale of the textures using the mapping node