In this tutorial I will show you how to model and texture a rose window in Blender.
Modeling (Stone Casing)
I have provided a very simple reference that I made
I will bring in the reference image and begin by making the stone casing
I begin by adding a circle and rotating it around the X-Axis by 90-degrees
I then scale it to the size of the outer part of the casing
I then use CTRL + A to apply the rotation and scale
In edit mode, I use the E + S keys to add the thickness to the circle
I then extrude the casing back along the Y-Axis
Under the overlays menu, I check the face orientation
I select the outer edge loops and one edge along the bottom
I right-click and mark the seams
I duplicate the casing and scale it to the proper size for the inner part of the casing
I then scale it along the Y-Axis
I then select both parts of the casing and using the U-key, I unwrap the casing
In object mode, I add a bevel modifier
I also add a subdivision surface modifier with 1-level of detail
I right-click and choose “shade auto smooth”
Modeling (Metalwork (Exterior))
I will be using a circle to begin the metalworks
I add a circle and rotate it around the X-Axis by 90-degrees
I then move it into position and scale it – apply the rotation and scale
In edit mode, I make three copies and move them into position
I then select and delete the interior vertices that are not needed
I then use the M-key and merge by distance so I can remove any doubles if needed
I then use the F-key to close any gaps in the mesh
I then use the E + S keys to add thickness to the metalwork
I then extrude the faces back along the Y-Axis
I select the outer edge loops and one edge along the bottom
I right-click and mark the seams
I add a plane and rotate it around the X-Axis by 90-degrees
I move and scale it to the proper size
I then extrude it along the Y-Axis
I select the top side edges and the vertical side edges along with the bottom edge along the back of the plane
I right-click and mark the seams
I then duplicate the plane and scale it to the proper size of the rest of the metalwork
I then extrude it down along the Z-Axis
I then select all the objects and using the U-key, I unwrap the metalworks
In object mode, I add a bevel modifier
I also add a subdivision surface modifier with 1-level of detail
I right-click and choose “shade auto smooth”
I right-click and set the origin to the 3d cursor
In edit mode, I select the spin duplicates tool and change the Axis to the Y-Axis
I then use the spin duplicates tool to begin adding more objects
Under the popover menu, I will use 14 steps with a 360-degree angle
In object mode, I scale the metal works to properly fit in the interior casing
Modeling (Metalwork (Interior))
I will be using a circle to model the interior metal works
I add a circle and rotate it around the X-Axis by 90-degrees
I then move it into position and scale it – apply the rotation and scale
In edit mode, I delete the bottom-half of the vertices
I then select the bottom two vertices and use the F-key to join them
I then use the E + S keys to add thickness to the metalwork
I then extrude the faces back along the Y-Axis
In object mode, I select the exterior metal works
In edit mode, I select the bottom part of the metal works and duplicate it – separating it using the P-key
I then join it to the interior metal works
In edit mode, I move the duplicated faces into place
I select the inner and outer edge loops and the bottom edges on the inside and outside
I right-click and mark the seams
I then select all the objects and using the U-key, I unwrap the metal works
In object mode, I add a bevel modifier
I also add a subdivision surface modifier with 1-level of detail
I right-click and choose “shade auto smooth”
I right-click and set the origin to the 3d cursor
In edit mode, I select the spin duplicates tool and change the Axis to the Y-Axis
I then use the spin duplicates tool to begin adding more objects
Under the popover menu, I will use 14 steps with a 360-degree angle
In object mode, I add a circle and rotate it around the X-Axis by 90-degrees
I move and scale it to fit inside the interior metal works
I apply the rotation and scale
In edit mode, I add a face and extrude it back along the Y-Axis
I select the front and back edges and one edge along the bottom and mark the seams
I then select the object and unwrap it
I move and scale all the metal works so they fit inside the interior casing
Modeling (Glass)
I will use a circle for the glass
I add a circle and rotate it around the X-Axis by 90-degrees
I then move and scale it to fill in the interior of the casing – applying the rotation and scale
I select the circle and unwrap it
I select everything and make sure the normals are all facing the correct direction
If anything is red, I select the objects and in edit mode, I use ALT + N to recalculate the outside
I also extrude the glass along the Y-Axis
Materials (Glass)
I will show you how to make the glass material in both Cycles and Eevee
I switch to the Cycles render engine and add a new material to the glass
I change the transmission option to 1 and the roughness to zero
I also change the base color to a pure white
For the Eevee render engine, under the render properties tab, I activate screen space reflections and refraction
Under the materials tab, I activate screen space refraction
I also change the blend mode to alpha hashed
I change the transmission option to 1 and the roughness to zero
I also change the base color to a pure white
I add a transparent shader and mix it together with the principled shader using a mix shader node
Materials (Metal)
I will show you how to make the metal material
I select the exterior metalwork and add a new material
I add a noise texture and a Voronoi texture node
I then mix them together with a mix shader
I plug the mix shader into the principled shader
I then add a color ramp between the mix shader and the principled shader
I change the white color stop to a dark gray
I move the color stops and change the texture nodes as needed
I duplicate the Voronoi texture and color ramp
I reduce the scale of the Voronoi texture and reset the color ramp
I add a bump node and connect the color ramp to the height of the bump node
I connect the bump node to the normal of the principled shader
I select the other metallic objects and then SHIFT-select the outer metal works
I use CTRL + L and link the materials
Materials (Stone)
I will show you how to make the stone materials
I select the casing and add a new material
I add a Musgrave and Voronoi texture nodes
I mix them together with a mix shader
I plug the mix shader into the principled shader
I then add a color ramp between the mix shader and the principled shader
I select the Musgrave texture and with the node wrangle add-on enabled, I use CTRL + T to add a texture coordinate and mapping node
I also connect the mapping node to the Voronoi texture
I change the scale and detail of the Musgrave texture and the scale of the Voronoi texture
I move the white color stop until it is touching the black color stop
I add a bump node and connect the mix shader to the height of the bump node
I connect the bump node to the normal of the principled shader and lower the strength