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