How to make a stylized looking wooden bucket | Blender 4.2

This video shows how to create a wooden bucket in Blender. You will learn how to model, UV map, and texture a wooden bucket in Blender. The final render was done in Blender.

Modeling (Bucket)

I add a cylinder with 16 vertices and set the origin to the 3D cursor

I start by scaling the cylinder to a real-world scale

In edit mode, I select the top edge and scale it along the X- and Y-Axis

I inset the top face and extrude it down along the Z-Axis

For the handles, I select the top, center faces on the sides and extrude them up along the Z-Axis

In object mode, I apply the transforms

I add a cylinder and rotate it around the Y-Axis by 90-degrees

I scale it along the Y- and Z-Axis and move it so it intersects with the handles

I select the bucket and add a Boolean modifier – using the difference option and selecting the cylinder as the object

I then apply the modifier

UV Unwrapping (Bucket)

I split the viewport and open the UV editor

In edit mode, I select the edges and mark seams

I then unwrap the object

I rotate and move the islands as needed

In order to straighten the islands, I select two horizontal vertices and scale them to zero along the Y-Axis

I repeat this for another two vertices of the same face

I select two vertical vertices and scale them to zero along the X-Axis

I repeat this for another two vertices of the same face

In face mode, I select the face that is now square and use the L-key to select the rest of the island

I right-click and choose follow active quads

I pack the islands – disabling the rotation option

I add a small bevel to the edges [0.01, 3]

Modeling (Metal)

I duplicate the bottom face of the bucket and separate it from the wood material

In edit mode, I scale the metal so it is slightly bigger than the bottom of the bucket

I clear the seam

I extrude the face up along the Z-Axis

In object mode, I select the bucket

In edit mode, I add two horizontal edges and a third edge near the top of the bucket

I add a bevel to the two edges

I select the new faces and duplicate them – separating them from the bucket

In object mode, I join all the metal pieces together

In edit mode, I extrude these new faces to give them some thickness

I make any adjustments as needed to avoid overlapping faces

UV Unwrapping (Metal)

I clear any seams that remain from duplicating the faces

I select the edges and mark seams

I then unwrap the object

I rotate and move the islands as needed

In order to straighten the islands, I select two horizontal vertices and scale them to zero along the Y-Axis

I repeat this for another two vertices of the same face

I select two vertical vertices and scale them to zero along the X-Axis

I repeat this for another two vertices of the same face

In face mode, I select the face that is now square and use the L-key to select the rest of the island

I right-click and choose follow active quads

I pack the islands – disabling the rotation option

Modeling (Rope)

I add a path curve

I move, scale, and extrude the curve to the correct form for the rope

I increase the bevel depth

I lower the resolution preview

In object mode, I right-click on the rope and convert it to a mesh

UV Unwrapping (Rope)

In edit mode, I select the edges and mark seams

I then unwrap the object

I rotate the islands as needed

Texturing (Wood)

The technique I’m going to show you comes from Comfee Mug

Textures:

Planks 039: https://ambientcg.com/view?id=Planks039

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

Rope 001: https://ambientcg.com/view?id=Rope001

I will be using the node wrangler add-on

I split the viewport and open the shader editor – making a new material for the wood

I delete the principled BSDF node

I drag-and-drop in the base color of the texture

I select the image texture node and use CTRL + T to add a texture coordinate and mapping node

I increase the scale of the texture

I make any changes to the UVs as needed

I add a hue-saturation-value node and connect the base color

I can now decrease the value to make the wood appear darker

I add a diffuse shader and connect the hue-saturation-value node

I add a shader to RGB node and connect the diffuse BSDF to it

I add a brightness/contrast node and connect the shader to RGB node to it

I increase the brightness to 0.3 and contrast to 0.6

I add a color ramp and connect the brightness/contrast node to it

I add two mix color nodes – connecting the color ramp to the factor of the first one

I make the A color a dark brown and the B color a lighter brown [#7D4827, #C06E3C]

I then move the color stops of the color ramp to adjust the colors

I connect the first mix color node to the A input of the second mix color node

I change the blending mode of the second mix color node to color dodge

I change the B color to a more saturated brown and turn down the factor [#A94300]

If I want the textures to react to different lighting scenarios, I duplicate the diffuse and shader to RGB nodes

I move these to the end of the node chain and connect the last mix color node to the diffuse BSDF node

Texturing (Metal)

For the metal material, I add a new material

I copy the nodes from the wood material and paste them onto the metal material

I then change the image texture to the metal texture

I also change the colors on the mix color nodes [#424242, #7A7A7A, #C9C9C9]

Texturing (Rope)

For the rope material, I add a new material

I copy the nodes from the wood material and paste them onto the rope material

I then change the image texture to the rope texture

I also change the colors on the mix color nodes [#867238, #C0A350, #BABA00]

I increase the scaling

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