How to model and texture a pumpkin | Blender 4.2

This video shows how to model and texture a pumpkin. You will learn how to model a basic pumpkin and use the shader editor to make a procedural texture in Blender 4.2. The final composite and render was done in Blender.

Modeling (Pumpkin)

I add a UV sphere with 16 vertices for the base of the pumpkin

I select the top and bottom vertices and use proportional editing to scale the pumpkin along the Z-Axis

I select the vertical edge loops and add a single bevel to the edge loops

I then add vertical loop cuts in between these beveled edge loops

I select each of these new edge loops and scale them outward along their normals

I add a subdivision surface modifier

I add vertical loop cuts in the middle of each of the beveled edge loops

I then select each of these new edge loops and scale them inward along their normals

I hide the subdivision surface modifier

I select the top center face, inset it , and delete it

In edge select mode, I use CTRL + F to add a grid fill – making sure I have quads for proper geometry

I select the new faces and scale them to zero along the Z-Axis

I repeat these steps for the bottom of the pumpkin

In object mode, I shade the pumpkin smooth

Modeling (Stem)

For the stem, I add a cylinder with 16 vertices

I move and scale it into place on the pumpkin

I select the vertical edge loops and add a single bevel to the edge loops

I then add vertical loop cuts in between these beveled edge loops

I select each of these new edge loops and scale them inward along their normals

I add a subdivision surface modifier

I then add extra horizontal edge loops to sharpen the top and bottom edges

I hide the subdivision surface modifier

I select the top, center face and inset it and delete the new faces

In edge select mode, I use CTRL + F to add a grid fill – making sure I have quads for proper geometry

I select the entire model and use symmetrize (along the Z-Axis)

I turn the subdivision surface modifier back on and add more horizontal edge loops

I shade smooth

Under the sculpting workspace, I use the grab brush to deform the stem

Material (Pumpkin)

I will be using the node wrangler add-on

I also make sure I’m in render view and using cycles

I add a Voronoi texture and add a texture coordinate and mapping node using CTRL + T

I change the texture coordinate node to object

Using CTRL + SHIFT + LMB, I can view the Voronoi texture

I increase the scale to decrease the size of the texture

To change the color of the Voronoi texture, I add a color ramp

I change the black color stop to a bright yellow [#FFD223] and the white color stop to a bright orange [#FF8321]

I move the white color stop to the left to increase the number of orange spots and decrease the number of yellow spots

I add a geometry node to add some contrast between the convex part of the pumpkin and the concave part of the pumpkin

Using CTRL + SHIFT + LMB, I can view the geometry node

I change the output to pointiness

I duplicate the color ramp and change the black color stop to a pure black

I then move the black color stop to the right – making adjustments to both color stops

I add a mix color node and mix the two textures

I change the blending mode to add and decrease the factor

I also change the roughness factor to 1

I add a bump node between the first color ramp and the principled shader – making sure to use the height input

I activate the invert option and lower the strength

I duplicate the bump node and place it between the original bump node and the principled BSDF shader

I add a noise texture and connect the first mapping node

I connect the factor into the height of the second bump node – deactivating the invert option and increasing the strength

I use CTRL + SHIFT + LMB to view the noise texture

I change the scale to 3.5 and the detail to 10

I add a gradient texture and use CTRL + T to add a texture coordinate and mapping node

I change the input of the texture coordinate node to object

I use CTRL + SHIFT + LMB to view the gradient texture

I rotate the Y-Axis of the mapping node so the gradient is dark at the bottom and light at the top

I add a color ramp and change the white color stop to the orange of the other color stops – changing the blending mode to easing

I duplicate the mix color node and change the blend node back to mix

I connect the third color ramp and the second mix color node

Material (Stem)

I select the stem and add the pumpkin material

To make sure I don’t override the pumpkin material, I click on the new material icon [2 pieces of paper]

I now rename the new material

I change the colors of the color ramps [#000000, #874A21]

I also change the Voronoi texture to a noise texture and connect the factor to the color ramp [scale: 25]

I add a new color stop on the first color ramp and change it to green [#79A647] – making adjustments to the color stops

I make adjustments to the other nodes as needed

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.