Leather Book | Blender 4.1

In this tutorial, I will show you how to make a book prop and texture it with a procedural leather material using the shader nodes in Blender for your project

Book Spine

Let’s start with the book spine

Begin with a circle that you rotate 90-degrees around the X-Axis

In Edit Mode and Vertex Select mode, delete the right-half of the vertices

In Top View move the remaining vertices along the Y-Axis by 2 Blender units

Duplicate the vertices and move them down along the Y-Axis by -4 Blender units

In Edge Select mode, select both of the semi-circles

Right-click and choose Bridge Edge Loops

Add a Solidify modifier with an offset of 1 and increase the thickness to around 0.1

In Object Mode, apply the modifier

In Edit Mode, add four horizontal Edges – moving them to act as title areas

Book Covers

Let’s move on to the covers

Select the top and bottom Faces and extrude them along the X-Axis [

With the Faces still selected, extrude them a second time along the X-Axis

Select the interior Edges and use the F-key to add faces

Select the faces that will make up the pages

Use the E-key and then the S-key and scale the Faces inward

Add a center vertical Edge Loop to the first extruded Faces

Select each Edge Loop (only on the top and the bottom) and move them in toward the center of the book

Select both Edge Loops and add a Bevel with multiple cuts

Check the Face Orientation and make corrections as needed

In Object Mode, apply all the Transforms using CTRL + A

In Edit Mode, select the top and bottom covers and inset the faces – these will be for some simple decorations

UV Unwrapping

Under the UV Editing tab, select the outer Edges and the two vertical Edge at the front of the book

Right-click and choose Mark Seam

Select everything and use the U-key to access the UV Mapping menu and choose Unwrap

Smoothing

If you are using 4.1, the smoothing options are different

You will now need to add a Smooth by Angle modifier and check Ignore Sharpness

If you are using 4.0 or older, you can still right-click and choose Shade Auto Smooth

Leather

Split the Viewport and open the Shader Editor

Add a new Material for the leather and make sure you are in Material Preview

Add a Voronoi Texture node and connect the Distance output to the Base Color of the Principled Shader

Change the Feature to Distance to Edge

Duplicate the Voronoi Texture node and then mix the two nodes together with a Mix Color node

Change the Blend Mode on the Mix Color node to Overlay and the Factor to 0.8

Add a Value node and change the Value to 45

Connect the Value output to the Scale input of both Voronoi Texture nodes

Add a Math node between the Value node and the second Voronoi texture node

Change the Function to Multiply and the Value to 1.5

Add a Texture Coordinate node

Connect the UV output to the Vector input of the first Voronoi Texture node

Add a Noise Texture node

Change the scale to 1 and the Detail to 5

Change the roughness to 1 and the Distortion to 5

Add a second Mix Color node and change the Blend Mode to Add

Connect the Factor of the Noise Texture to the B input of the Mix Color node

Connect the UV output of the Texture Coordinate node to the A input of the Mix Color node

Connect the second Mix Color node to the Vector input of the second Voronoi Texture node

Add a Color Ramp node between the first Mix Color node and the Principled Shader

Change the white color stop to a darker color (#441112)

Change the black color stop to a lighter color (#591618)

Move the darker color stop toward the left to expose more of the lighter color

Add a Bump node

Connect the output of the first Mix Color node to the Height input of the Bump node

Connect the Normal output of the Bump node to the Normal input of the Principled shader

Change the strength to achieve your desired look

Change the Value as needed

To add some damage to the leather, add a second Noise Texture

Connect the UV output of the Texture Coordinate node to the Vector of the second Noise Texture

Add a second Color Ramp and connect the Factor of the Noise Texture to it

Add a second Bump node and connect the Color of the second Color Ramp to the Height

Connect the Normal output of the second Bump node to the Normal input of the first Bump node

Adjust the Scale and Detail of the second Noise Texture [35, 5]

Move the White Color Stop to the left to adjust the amount of the damage

Decrease the Strength of the second Bump node and invert it [0.15]

Make changes as needed to the Noise Texture

Duplicate this Material and change the color you want to use for the decorations and the title areas

In Edit Mode, assign this new leather to the decoration and title areas

Paper

Select the Faces that make up the pages

Under the Material tab, add a new Material and assign it to these Faces

Add a Wave Texture and connect it to the Base Color of the Principled Shader

Change the Direction to Z so the bands are horizontal

Increase the Scale

Increase the Distortion and change the Wave Profile to Triangle

Add a Color Ramp between the Wave Texture and the Principled Shader

Change the White Color Stop to an off-white [#FFDCC8]

Change the Black Color Stop to a dark brown [#5A4D46]

Add a Bump node and connect the Color Ramp to the Height

Connect the Normal output of the Bump node to the Normal input of the Principled Shader

Adjust the Strength

To add some damage to the paper, add a Noise Texture

Add a second Color Ramp and connect the Factor of the Noise Texture to it

Add a second Bump node and connect the Color of the second Color Ramp to the Height

Connect the Normal output of the second Bump node to the Normal input of the first Bump node

Adjust the Scale and Detail of the Noise Texture [35, 5]

Change the Roughness to 1

Move the White Color Stop to the left to adjust the amount of the damage Decrease the Strength of the second Bump node

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