Medieval Table | Blender 4.1

This video shows how to create a 3D model using Blender 4.1. You will learn how to model, UV unwrap, and texture a medieval table using Blender. The final render was done in Blender.

Table Legs

This tutorial assumes you know the basics of Blender

I start by scaling the default cube into the size of a table leg

I move the table leg into position and set the origin to the 3d cursor

I add a second cube underneath the table leg and scale in along the Z- and X-Axis to form the foot

I duplicate the foot and scale it to a smaller size

I select the foot and add a Boolean modifier – using the duplicate as the object and difference as the type

I apply the modifier and delete the small cube

I rescale the foot

In edit mode, I add a bevel to the front and back to round them

I select the leg and foot and join them

I apply all the transformations and set the origin to the 3d cursor

I split the viewport and open the UV editor

In edit mode, I select edges and mark the seams

I then unwrap the leg and foot

I select all the edges and add a small bevel

I then add a mirror modifier along the X-Axis to add the other leg

I then apply the modifier

Crossbeam

For the crossbeam, I add another cube and scale it to the proper size

I apply all the transformations and set the origin to the 3d cursor

In edit mode, I select edges and mark the seams

I then unwrap the crossbeam

I select all the edges and add a small bevel

I add a single vertical loop cut in the center and bevel it so there are now separate faces on the very ends

Table Top

I add a cube for the first plank of wood for the table top and scale it to the proper size

I move the plank of wood into place

In edit mode, I select edges and mark the seam

I then unwrap the plank of wood

I add an array along the Y-Axis and apply the modifier

I then move the planks into place and apply all the transforms

In edit mode, I select all the edges and add a small bevel

Metal Straps

For the metal straps, I add a new cube and scale it to the proper size around the table top

I place the metal strap into place along the X-Axis

In edit mode, I select edges and mark the seam

I then unwrap the metal strap

I apply all transforms and set the origin to the 3d cursor

In edit mode, I select all the edges and add a small bevel

I add a mirror modifier along the X-Axis and apply the modifier

Bolts

I add a cylinder with 12 vertices to act as a bolt

I scale it to the proper size and move it into place

In edit mode, I solo the bolt and I select edges and mark the seam

I then unwrap the bolt

I add a small bevel to the top face

In object mode, I add an array to the bolt along the Y-Axis

I apply the modifier

I apply all transforms and set the origin to the 3d cursor

I add a mirror modifier along the X-Axis and apply the modifier

Cloth

For the cloth, I add a plane and scale it to the proper size

In edit mode, I select the two edges along the table and extrude them down along the Z-Axis

I add an edge loop on each side of the extruded cloth

I select the bottom edges and scale them along the X-Axis

In object mode, I apply all the transforms

In edit mode, I inset the faces to give myself an edge around the cloth

I add a solidify modifier and apply it

In edit mode, I select the top edges and add a small bevel

I select edges and mark the seam

I then unwrap the cloth

In object mode, I apply the transforms

I check the face orientation for all the objects – making any corrections as needed

Wood Material

I switch to material preview so I can see my materials

I open the shader editor

I make a new material for the table top

I am using textures from Ambient CG

Wood 060: https://ambientcg.com/view?id=Wood060

Metal 046B https://ambientcg.com/view?id=Metal046B

Fabric 001: https://ambientcg.com/view?id=Fabric001

Fabric 002: https://ambientcg.com/view?id=Fabric002

I will be using the Node Wrangler add-on

I select the principled shader and use CTRL + SHIFT + T to open the wood textures

I change the scale on the mapping node as needed

I open the UV editor, and in edit mode, select each plank of wood and move and/or rotate the UV islands – this will ensure that they don’t all look the same

I select the legs and add the same material

In the UV editor, and in edit mode, select each plank of wood and move and/or rotate the UV islands

I select the crossbeam and add the same material

In the UV editor, I select the UV islands and rotate them 90-degrees

Metal Material

I make a new material for the metal straps

I select the principled shader and use CTRL + SHIFT + T to open the metal textures

In edit mode, I select one of the metal straps and move and/or rotate the UV islands

I also increase the scale on the mapping node

I select the bolts and add the same material

In edit mode, select each bolt and move and/or rotate the UV islands

I select the feet and add the same material

I select the ends of the crossbeam and add the same material

Cloth Material

I make a new material to the cloth

I select the principled shader and use CTRL + SHIFT + T to open the cloth textures

I also increase the scale on the mapping node

In edit mode, I select the center faces and add a new material – making sure to assign it

I select the principled shader and use CTRL + SHIFT + T to open the cloth textures I also increase the scale on the mapping node

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