Blender Beginner Guide

Chapter 26a: Modeling, and texturing a Bucket

Beginners guide to Blender

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That is it! Now you know how to model, texture and animate magic potion in Blender.

I hope you enjoyed in this tutorial. I will try to add one more chapter before the end of thisyear, but I can’t promise anything!

If I don’t add anything, wish you all to have wonderful holidays and to have wonderful 2025.year :)

See you in 2025. for sure 😀Chapter 26 - Modeling, and texturing aBucket(Blender Version 4.2.1)

This time you will learn how to model and texture a bucket.

(You can check out video tutorial on my YouTube channel:

https://youtu.be/nOod-xvKrAI)

Let’s begin!

Select all with “A” and delete with “X.”

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Add Mesh → Cylinder

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Press “N” to open side bar menu on the right, choose “Item” and change dimensions.

I changed x,y and z to 0.3 m. You can change them if you don’t like it that way.

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CTRL+A to apply scale.

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Switch to edit mode with “TAB”.

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Switch to selecting faces with 3 and select this bottom face.

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Scale it with “S”.

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Select the top face and delete face with “X”.

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Switch to edit mode with “TAB”.

RMB click and choose Shade Auto Smooth.

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Switch back to edit mode with “TAB” and add a loop with “CTRL+R”. Move it a bit up.

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Press “CTRL+B” and scroll mouse wheel once to add one more segment. Move the mouseuntil you are satisfied with the look of it.

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Select all three loops

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and bevel them.

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Now select all those middle loops

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Switch from Median Point to the individual origins so that the loops don’t move away fromeach other along the Z-axis while you are scaling them.

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Now you can scale them to the outside with “S.”

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Now select all the loops,

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press “CTRL+B” add one more segment with a mouse wheel and bevel them as you wish.

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Switch to object mode so you can see how your bucket looks now.

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Switch back to edit mode.

Select all with “A”.

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Press “ALT+E” and select extrude faces along normals a bit to the outside.

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Press “CTRL+R” to add one loop and move it up a bit.

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And do the same from the inside

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Switch to selecting faces with 3, select the bottom face, click I to inset a new face.

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Add a new loop with “CTRL+R” and move it down a bit.

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Switch to selecting faces with 3. And select those faces.

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Continue selecting top faces as shown

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Caution! Don’t select upper middle face. It seems like it is selected but it is not.

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And extrude along normals to the outside all faces that you previously selected.

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Now select this loop

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and press “X” edge loops.

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Do the same with the middle loop as well.

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You are doing this to get rid of extra loops (geometry) that you don’t need.

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Select this bottom loop

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this

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this

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those on the top

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and those

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and bevel all with “CTRL+B”

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Switch to selecting faces, and select two faces that are in the middle of x-axis.

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Copy them with “SHIFT+D” and move it with “G+X” along the axis.

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Switch to selecting edges with 2.

Select these edges

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Press G two times

and move them (slide them) down a bit.

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Now select the bottom edges and do the same.

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Add one loop on each face

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Select those edges

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and extrude them along the z-axis with “E+Z

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Press “L” to select linked

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Switch to median point if you already didn’t

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Turn on snapping (magnet icon).

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and select face.

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Snap it to the face while holding “G+X”.

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Switch to selecting vertices and turn off snapping.

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Select these 3 vertices

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and move them with “G+X”.

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and move them down with “G+Z”.

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Extrude it with “E+Z” along the axis.

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Switch to selecting edges with 2 and select those edges

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and extrude them with “E+Z”.

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Switch to selecting vertices with 1 and select these vertices

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click “SHIFT+CTRL+B” to bevel vertices.

Add two more segments (now you will have 5) and bevel them.

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Now select these vertices

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and bevel them

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Switch to selecting edges with 2, select these edges

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and bevel them with “CTRL+B”.

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Switch to selecting faces with 3 and select these faces

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and inset new faces with “I”.

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Switch to selecting vertices with 1, and RMB and select Loop Tools → Cirlces.

If you don’t have installed loop tools already, it is a free addon so just go to Edit → Preferences.

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Get extension, write loop tool or just loop in search bar and install it.

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Now when you click RMB and Loop tools, circle you will get this.

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Scale it a bit with “S”.

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Switch to selecting edges with 2 and select this edge.

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Press “X” and select delete edges.

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Press “L” to select linked.

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Press “ALT+E” and choose extrude faces along normals.

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If your model isn’t on the world origin (in the middle) then do this.

Select this face

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Press “SHIFT+S” and choose cursor to selected.

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Switch to object mode, select object → Set origin → Origin to 3D cursor.

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and then press “ALT+G” to move the bucket back to the world origin.

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Now you can switch back to edit mode.Select linked with “L”

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Switch from median point to 3D cursor.

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Click “SHIFT+S” and choose cursor to world origin.

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Duplicate it with “SHIFT+D” and rotate it with “R+Z” for 180° degrees.

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Switch to object mode, click RMB and choose shade auto smooth.

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Go to modifiers, normals, weighted normals.

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Unpin smooth by angle

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and move it up.

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Click on green Y (gizmo) on the screen for back ortographic view.

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Add mesh → Circle.

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Rotate it with “R+X+90”.

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Switch to edit mode and select vertices as shown.

Delete it them with “X”.

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Select all with “A” and scale it with “S”.

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Move it up with “G+Z

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Switch to left ortographic view by clicking on red -X and adjust the handle until it is in themiddle.

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Select this vertex and extrude it along the x for -0.007 (or any other number you like).

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Select this vertex and extrude it along the x for 0.007 (or any other number you like).

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Scale it a bit along the x-axis.

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Select these two vertices

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and extrude them along the z-axis.

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Select these vertices

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and bevel them with “CTRL+SHIFT+B”.

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Switch to object mode.

Go to Object → Convert → Curve.

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Click on Data (Green Curve Icon)

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Go to geometry

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Go to bevel - depth and change depth to 0.002 m (or any other number you like).

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If you like how it looks

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Go to object - convert and switch it back to mesh.

Switch to edit mode.

Select this part on the both sides and fill it with an “F”.

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Switch to object mode and RMB Shade Auto Smooth.

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Select handle and the rest of the bucket and press “CTRL+J” to join them together.

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Now when you modeled a bucket, it’s time for texturing.

Add mesh -plane.

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Switch to edit mode and select this edge.

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Extrude it along the z-axis with “E+Z”.

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Switch back to object mode.

Switch to material preview mode.

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Rename Cylinder to Bucket and plane to background (or anything else).

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Select the bucket. Go to materials.

Add a new material and rename it to Bucket_Metal ( or anything else).

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Place the cursor on the upper side of the screen as shown, and when you see plus,

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just pull it down to the left while holding the left mouse button.

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Open the shader editor in the window you just created. Click “N” to hide that sidebar on theright because you don’t need it.

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Change metallic to 1.

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And roughness to around 0.3

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Add - texture - Voronoi texture to add differently colored spots on the bucket.

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Connect Color from Voronoi Texture to Fac from Color Ramp in order to get a grayscale colorgradient.

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Connect Color from Color Ramp with Metallic from Principled BSDF.

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Change scale in Voronoi texture to around 41.

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Change the first color in the Color Ramp from Black to very light gray by setting the value to

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around 0.8.

You can adjust the second color on the color ramp as well.

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Connect roughness from Principled BSDF with a Color from Color Ramp.

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Connect Fac from Color Ramp with a Fac from a Noise Texture.

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Change the second color on the color ramp to gray.

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Change the first color on the color ramp to something a bit lighter.

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Select the background. Add a new material and change it to black.

Switch to rendered mode.

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Change the render engine to cycles and the device to GPU if your graphics card is betterthan the processor. Also, turn on denoise in the viewport.

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Change from object to world.

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Connect color from Background with Color from Sky Texture.

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Change from Nishita to Preetham.

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That is it! Now you can add the camera, adjust it and render this image.

I hope you enjoyed this tutorial.