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