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