How to make a magical cauldron | Blender 3.3

Do you need a magical cauldron for your game?

In this tutorial I will show you how to use Blender to make a magical cauldron in Blender that can be used in a game.

Cauldron

I will begin with a UV Sphere

In edit mode, I remove the top few rows of faces and the bottom row of faces to give myself a flat top and flat bottom

I  select the bottom edge loop and add a face using the F-key

I then use the I-key to inset the face to give it more structure

I add a solidify modifier to the cauldron to give it some volume

I select the top-inner edge loop and move it up along the Z-Axis to make a flat top

I select the top face loop and duplicate it – separating it using the P-key

This will become my lip

In edit mode, I select the outer ring of faces and using E + ALT + S, scale the lip so it is larger than the cauldron

I then select the two outer edge loops and add a bevel to round out the lip

I then repeat this process for the inner edge loops

Potion

I select an inner edge loop from the cauldron – duplicating it and separating it so I can use it as the potion

In edit mode, I then use CTRL + F to add a grid-fill face

I then right-click and subdivide the face so I have enough geometry for a displace modifier

In object mode, I add a displace modifier with a new texture

Under the texture tab, I change the type to clouds and the noise basis to improved Perlin

I then decrease the strength of the modifier

I apply the modifier

Handles

In side view, I use SHIFT + right-click to move the 3D cursor to where I want the handle

I add a Bezier circle – rotating it around the Y-Axis 90-degrees and scaling it

I move it into position and then under the object data properties tab, I add some bevel depth and increase the resolution

I right-click and convert the curve to a mesh

In edit mode, I select the top two center face rings of the handle

I duplicate them and separate them using the P-key

I use E + ALT + S to scale the duplicated faces

I then scale it along the Y-Axis

I then need to scale and move the object into place

I select the outer edge loops and add a bevel

In object mode, I join both objects together with the J-key

I then rotate the handle around the Y-Axis to join it to the cauldron

I add a mirror to the handle – using the cauldron as the mirror object

I apply the modifier

Feet

I now use SHIFT + Right-click to move the 3D cursor to the place where I want to add the first foot

I add a cylinder with 16 vertices and scale it to the correct size

In edit mode, I scale the bottom faces

In object mode, I rotate the foot around the Y-Axis

In edit mode, I flatten the bottom of the foot so it sits on the ground properly

I use SHIFT + S to move the 3D cursor back to the world origin

In edit mode, I use the spin duplicates tool to add three copies of the foot

In object mode, I rotate the feet around the Z-Axis to give them a bit more interest

UVs and Materials

I select each object and use shade auto smooth

I split the viewport into three sections and open the shader editor and the UV editor

I select all of the objects and in edit mode, I UV unwrap the objects onto one UV

*I have a separate tutorial about UV unwrapping so I won’t go into detail here

I make sure I save a copy of the UV map

I will be using very simple procedural materials

I change the metallic on the principled shader to 1

For the metal, I add a color ramp and Musgrave texture node

I also use the node wrangler add-on to add a mapping and UV texture coordinate node

I change the options on the Musgrave and color ramp nodes and change the scale of the mapping node

I select the other metal objects and then the cauldron

I use CTRL + L to link the materials

I add a bump node and connect it to the principled shader

I then connect the color ramp to the height of the bump node and change the strength

I add a new material for the potion

I use a color ramp and Voronoi texture for the potion

In edit mode, I assign this material to the potion

I change the options for the two nodes

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