Chapter 26a: Modeling, and texturing a Bucket
Beginners guide to Blender

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:
Let’s begin!
Select all with “A” and delete with “X.”
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Add Mesh → Cylinder

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.

Switch to edit mode with “TAB”.
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Switch to selecting faces with 3 and select this bottom face.

Scale it with “S”.

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.

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

and bevel them.
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Now select all those middle loops

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.”

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.

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”.

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

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.

Switch to selecting faces with 3. And select those faces.
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Continue selecting top faces as shown

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.

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.

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

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Select this bottom loop

this

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this

those on the top

and those

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and bevel all with “CTRL+B”

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

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

Press G two times
and move them (slide them) down a bit.

Now select the bottom edges and do the same.
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Add one loop on each face

Select those edges
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and extrude them along the z-axis with “E+Z”

Press “L” to select linked

Switch to median point if you already didn’t
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Turn on snapping (magnet icon).

and select face.

Snap it to the face while holding “G+X”.
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Switch to selecting vertices and turn off snapping.

Select these 3 vertices
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and move them with “G+X”.

and move them down with “G+Z”.
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Extrude it with “E+Z” along the axis.

Switch to selecting edges with 2 and select those edges
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and extrude them with “E+Z”.

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.

Now select these vertices
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and bevel them

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Switch to selecting edges with 2, select these edges

and bevel them with “CTRL+B”.

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Switch to selecting faces with 3 and select these faces

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.

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

Now when you click RMB and Loop tools, circle you will get this.
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Scale it a bit with “S”.

Switch to selecting edges with 2 and select this edge.

Press “X” and select delete edges.
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Press “L” to select linked.

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

Press “SHIFT+S” and choose cursor to selected.
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Switch to object mode, select object → Set origin → Origin to 3D cursor.

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”

Switch from median point to 3D cursor.
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Click “SHIFT+S” and choose cursor to world origin.

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.

Go to modifiers, normals, weighted normals.
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Unpin smooth by angle

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and move it up.

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

Add mesh → Circle.
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Rotate it with “R+X+90”.

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”

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

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).

Scale it a bit along the x-axis.
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Select these two vertices

and extrude them along the z-axis.

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Select these vertices

and bevel them with “CTRL+SHIFT+B”.

Switch to object mode.
Go to Object → Convert → Curve.

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Click on Data (Green Curve Icon)

Go to geometry

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

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”.


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.

Now when you modeled a bucket, it’s time for texturing.
Add mesh -plane.

Switch to edit mode and select this edge.
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Extrude it along the z-axis with “E+Z”.

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).

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,

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

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.

And roughness to around 0.3
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Add - texture - Voronoi texture to add differently colored spots on the bucket.

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.

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

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.

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.

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.

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.

Connect color from Background with Color from Sky Texture.

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.