Hi, through this article, you will learn how to model wooden pen/pencil holder with texture and render.
Modeling
Step:1. Click ‘Shift+A’. Go to the mesh, add a plane.
Step:2. Go to the ‘Modifier Properties’. In the ‘Generate’, select the ‘Subdivision Surface’ modifier.
Step:3. Apply the ‘Subdivision Surface’.
Step:4. Select all the faces. Click the ‘I’ key and inset the faces as shown in the image.
Step:5. Add the ‘Edge Loops’ as shown in the image.
Step:6. Add the ‘Edge Loops’ as shown in the image.
Step:7. In the ‘Edit Mode’, select these faces. Go to the ‘Proportional Editing’, select the ‘Sphere’.
Step:8. Move the faces on the z-axis and bring the half sphere shape.
Step:9. Select these faces and delete them.
Step:10. Select these edges.
Step:11. Extrude them, move on the z-axis. Click ‘S’ key, click ‘Z’ key then click on the ‘0’ on the ‘Number pad’.
Step:12. Extrude them and scale them as shown in the image.
Step:13. Click the ‘Ctrl+F’, click on the ‘Grid Fill’.
Step:15. Select these edges, go to the ‘Edit’. Click on the ‘Circle’.
Note: For the ‘Loop Tools’, go to the ‘Edit’, in the ‘Preferences’ click on the ‘Add-ons’. Search for ‘Loop Tools’. Then tick to the ‘Loop Tools’.
Step:16. Extrude these edges by clicking the ‘E’ key. And move on the z-axis as shown in the image.
Step:17. Extrude them again and scale them.
Step:18. Click the ‘Ctrl+F’, click on the ‘Grid Fill’
Texturing
Step:19. Select the edges as shown in the image.
Step:20. Bevel them as shown in the image.
Step:21. In the ‘Object Mode’, click the right mouse button, click on the ‘Shade Smooth’.
Step:22. Select the edges as shown in the image, click right mouse button then click on the ‘Mark Seam’.
Step:23. Select all the faces. Click on the ‘U’ key. Click on the ‘Unwrap’.
Step:24. Select these vertices, click the ‘S’ key, click the ‘Y’ key then click the ‘0’ on the ‘Number pad’.
Step:25. Select these vertices, click the ‘S’ key, click the ‘Y’ key then click the ‘0’ on the ‘Number pad’.
Step:26. Select these vertices, click the ‘Ctrl+I’.
Step:27. Click the ‘U’ key, click the ‘Unwrap’.
Step:28. Select all the UVs, go to the ‘UV’. Click on the ‘Average Islands Scale’.
Step:29. Go to the ‘UV’, click on the ‘Pack Islands’.
Step:30. Untick to the ‘Rotate’. Select the ‘Active UDIM’. Then click on the ‘OK’.
Step:31. Add the material.
Step:32. Go to the ‘Shader Editor’. Add images and connect the nodes as shown in the image. Select the ‘Non-Color’ for the ‘Roughness’ and ‘Normal’ maps.
Step:33. Textures are applied.
Rendering
Step:34. Click the ‘Shift+A’, add camera.
Step:35. Change the ‘Resolution’ 1024 in the ‘X’ and ‘Y’. Adjust the view.
Step:36. Go to the ‘Render Properties’. Select the ‘Cycles’ in the ‘Render Engine’. Select the ‘GPU’ in the ‘Device’. In the ‘Render’, you can change the ‘Maximum Samples’ according to your system configuration.
Step:37. In the ‘Film’, tick to the ‘Transparent’. This is used when you want the ‘PNG’ format. Now go to the ‘Color Management’. Select the ‘Filmic’ in the ‘View Transform’. And Select the ‘Very High Contrast’ in the ‘Look’.
Step:38. Go to the ‘World Properties’, select the ‘Environment Texture’.
Step:39. I used Blender software’s default ‘interior HDRI’. Blender HDRI images will be found in your installation folder: Windows – C:\Program Files\Blender Foundation\Blender (version)\(version)\datafiles\studiolights\worldSelect HDRI.
Step:40. Go to the ‘Render’ menu. Click on the ‘Render Image’.
Render Output
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Thanks a lot for sharing such an informative information. Can it be available in PDF format?
It’s my pleasure.
PDF is not available.
-Padmasri