This video shows how to create a 3D model using Blender 4.1. You will learn how to model, UV unwrap, and texture a medieval table using Blender. The final render was done in Blender.
Table Legs
This tutorial assumes you know the basics of Blender
I start by scaling the default cube into the size of a table leg
I move the table leg into position and set the origin to the 3d cursor
I add a second cube underneath the table leg and scale in along the Z- and X-Axis to form the foot
I duplicate the foot and scale it to a smaller size
I select the foot and add a Boolean modifier – using the duplicate as the object and difference as the type
I apply the modifier and delete the small cube
I rescale the foot
In edit mode, I add a bevel to the front and back to round them
I select the leg and foot and join them
I apply all the transformations and set the origin to the 3d cursor
I split the viewport and open the UV editor
In edit mode, I select edges and mark the seams
I then unwrap the leg and foot
I select all the edges and add a small bevel
I then add a mirror modifier along the X-Axis to add the other leg
I then apply the modifier
Crossbeam
For the crossbeam, I add another cube and scale it to the proper size
I apply all the transformations and set the origin to the 3d cursor
In edit mode, I select edges and mark the seams
I then unwrap the crossbeam
I select all the edges and add a small bevel
I add a single vertical loop cut in the center and bevel it so there are now separate faces on the very ends
Table Top
I add a cube for the first plank of wood for the table top and scale it to the proper size
I move the plank of wood into place
In edit mode, I select edges and mark the seam
I then unwrap the plank of wood
I add an array along the Y-Axis and apply the modifier
I then move the planks into place and apply all the transforms
In edit mode, I select all the edges and add a small bevel
Metal Straps
For the metal straps, I add a new cube and scale it to the proper size around the table top
I place the metal strap into place along the X-Axis
In edit mode, I select edges and mark the seam
I then unwrap the metal strap
I apply all transforms and set the origin to the 3d cursor
In edit mode, I select all the edges and add a small bevel
I add a mirror modifier along the X-Axis and apply the modifier
Bolts
I add a cylinder with 12 vertices to act as a bolt
I scale it to the proper size and move it into place
In edit mode, I solo the bolt and I select edges and mark the seam
I then unwrap the bolt
I add a small bevel to the top face
In object mode, I add an array to the bolt along the Y-Axis
I apply the modifier
I apply all transforms and set the origin to the 3d cursor
I add a mirror modifier along the X-Axis and apply the modifier
Cloth
For the cloth, I add a plane and scale it to the proper size
In edit mode, I select the two edges along the table and extrude them down along the Z-Axis
I add an edge loop on each side of the extruded cloth
I select the bottom edges and scale them along the X-Axis
In object mode, I apply all the transforms
In edit mode, I inset the faces to give myself an edge around the cloth
I add a solidify modifier and apply it
In edit mode, I select the top edges and add a small bevel
I select edges and mark the seam
I then unwrap the cloth
In object mode, I apply the transforms
I check the face orientation for all the objects – making any corrections as needed
Wood Material
I switch to material preview so I can see my materials
I open the shader editor
I make a new material for the table top
I am using textures from Ambient CG
Wood 060: https://ambientcg.com/view?id=Wood060
Metal 046B https://ambientcg.com/view?id=Metal046B
Fabric 001: https://ambientcg.com/view?id=Fabric001
Fabric 002: https://ambientcg.com/view?id=Fabric002
I will be using the Node Wrangler add-on
I select the principled shader and use CTRL + SHIFT + T to open the wood textures
I change the scale on the mapping node as needed
I open the UV editor, and in edit mode, select each plank of wood and move and/or rotate the UV islands – this will ensure that they don’t all look the same
I select the legs and add the same material
In the UV editor, and in edit mode, select each plank of wood and move and/or rotate the UV islands
I select the crossbeam and add the same material
In the UV editor, I select the UV islands and rotate them 90-degrees
Metal Material
I make a new material for the metal straps
I select the principled shader and use CTRL + SHIFT + T to open the metal textures
In edit mode, I select one of the metal straps and move and/or rotate the UV islands
I also increase the scale on the mapping node
I select the bolts and add the same material
In edit mode, select each bolt and move and/or rotate the UV islands
I select the feet and add the same material
I select the ends of the crossbeam and add the same material
Cloth Material
I make a new material to the cloth
I select the principled shader and use CTRL + SHIFT + T to open the cloth textures
I also increase the scale on the mapping node
In edit mode, I select the center faces and add a new material – making sure to assign it
I select the principled shader and use CTRL + SHIFT + T to open the cloth textures I also increase the scale on the mapping node