Modeling and Texturing a Chair in Blender

hello my name is Jamie and welcome to this tutorial and today we’re going to continue on with the animation project we’re going to continue by making some more assets or one more is it we’re making the chair mice QC have already got it modeled here so I’m going to put this blend file up for download you can find a link in the description of the video but if you want to do the modeling yourself then if you’ve already done the table modeling tutorial and I’ve got up then you’ll have more than enough knowledge to make this little guy so yeah all we need to do now is text Jim feel free to download so you can get off to the same starting point we need to make a seat and we need to texture it so we’ve already made a wood texture for the table and it’d be smart to have the wood in the chair actually matching that would and so what we can do is go file and then link and if you go to the table blend in your assets folder and then you know to material and select would we can actually link that in from the other file and all that that lets us do is just apply it to the object it may or may not show up in the viewport yet you can see in the viewport already a UV unwrap this model so you can see the wood texture showing up and if we just hit a 12 quickly to render you can see that the woods sharing up fine the tops of these areas and I think the bottoms aren’t unwrapped very well but they’re not really going to be visible to the camera at any point so it’s not really too much more worried but feel free to go in and fix that if you want to so with that sort of technique we can actually create separate blend files with just a texture or just a material in it and then you can just link in through that way so you can have a whole library of different materials that you can quickly access you don’t have to create the same things over and over again so for the seat of the model let’s go back to solid view for the seat of the chair and we’ll quickly model that in now and then I will go into a separate file to create the actual material on it so I’ll just turn on my screencast keys no shift a and I’ll just bring in a cube I’ll scale it down in edit mode bring it up here and just bring this top bit down for the modeling of the chair if you want to use the same reference that I did I’m all I did was a google image search for wooden chair and the first image that came up is the one that I decided to use i’ma just a simple little wooden chair we’re going to have a little leather seat on the on the top of it sort of scale that in the x axis that Bay scale this in the x axis so there’s just sort of peeking over the edge bring this is for the bit bring that funds every think scaling the X a bit just to bring things out of it and I’ll bring this bit forwards as well so that’s sort of sitting just over the top at the moment is just a big square chunk so we’ll just add in a subdivision surface modifier and then we all do someone who cuts to sort of reinforce a bit to make it a bit more square and now I might undo that just going to put one there and one there for right now and one around the edge so I don’t want it

something too much over there so I’ll just go into wireframe mode folks like that and bring that up a bit because I wanted to be sitting just on top of the wood so now bring the top section up so right now it’s still a bit rounded so we’ll need to do a little bit of edge reinforcement which actually yeah we might do anyway so now after doing that it’s sort of it’s a bit too square so I’m going to bring in an edge loop there with a controller scale the top down a bit just so there’s a bit of a slope coming off and these corners are very sharp so I’m going to go into top view just like these two vertices and scale them out of it maybe bring that one in and that’s just going to under sharpen that a bit I believe us let these two is that a bit so I do want a bit of a point at the end but now not too much I’ll do the same again here scale those are up still these guys are up maybe bring them in a bit bring that go back your hedge flows into your important in this I’m not worrying about it there’s a bit of merging and stuff that I would normally do but I’m not terribly worried and I’m just going to do something with because I’ve got sort of this extra edge here so want to scale that in a bit just a self enough soften the crease that was falling there now bring this up of it as well we’ve got an alright looking chair now let’s go straight on I’m going to select all this hit s X and 0 now just to flatten everything up just nudge it across a little bit now I’m just going to quickly mirror this just using the mirror modifier so selecting all this and deleting all the vertices and then we’ll bring in a mirror modifier turn on clicking and then if we all right click here and just move it around a bit if it’s not dead on the center it was all around a little bit brittle connect so just make sure that connects and i’ll do the merging and everything for you so we’ve got that just make sure this up surf is underneath the mirror modifier on the modifier stack so we don’t get a crease going down the middle and i’m going to scale in these bottom measures a little bit create another loop scale it out I’m just trying to create sort of a lip so I’ll bring that down as it axis that’s a bit better now select everything and go w and shade smooth so now we’ve got a smooth looking things so we got the right look in chair just in grayscale I’m going to apply the mirror modifier and I’m going to out right click on this edge here to select it all no control e-mark seen double tap a just to select everything and then you turn and rep so I was unwrapped and ready for a texturing so I’m going to save that and I’m just going to open up a new blend file so to do the material it’s just a lot easier to have just what you

need to be focusing on in one file so I’m just going to scale this down to sort of about the same size that that chair cushion was and then scale that down a bit it’s just so I’ve got a sort of a rounded similar-shaped or time working with shades smooth and so we can just start working on at the material here I’ll do a little bit of edge reinforcement just so I’ve got an edge to look at as well I mean I might bring in another one there so I’ve got a sharp edge the sort of soft edge around here and I I’ll do this and scale up in the z axis so I’ve just got a general smooth surface here as well which is pretty much all the features of the leather seat cushion so we’ll go so i’ll bring this out a bit because we’ll be working in the material panel now so we’ll start by name of the material it’s going to be called a leather and well first thing we’ll do is we’ll create a texture and we’ll just call it cracking and this is sort of going to be the I think we want clouds it’s going to be the sort of creases and the the wrinkles in the leather and we want the roni crackle so we’re going to bring down the size that much 2.02 because if i’ll show you at point three five and that’s really far away from the camera so I’ll just double tap Z with all snarling g or whilst after after having twist G if you double tap that you’ll zoom in so you can see that’s quite sort of large the crackle and stuff so I’m lots of test renders just to see how is progressing well now I want this to be point zero two point zero two there we go well f12 so we can see it’s a lot smaller nail the crackle I’m going to increase the depth it’s not going to make a huge difference but it just sort of adds a little bit even if you can’t notice it now i’m going to do a color ramp just to get rid of that purple and we will we want the colors to be sort of not completely not completely black and white so I’ll just bring this sort of down from gray a bit just so it’s a little bit more even maybe bring this this one call it a bit okay so we’ve got that that leathery wrinkle we’ll just set my render to HDTV 1080p so we can see a bit clearer I’m exactly what’s going on with the wrinkles there so you can see it sort of look like that leathery wrinkle the but it’s just the car others being affected at the moment so i’m going to as they sell it to affect the normal turn off the color sorry turn off the color and then we’ll hit f12 to see how that goes so you can see that’s almost looking okay it’s sort of quite deeply affecting all the the rink was a sort of gaming quite deep we can just affect the amount that goes by by adjusting this value here so we’re just soften it up a bit or you can bring it don’t be really low so it’s just a very slight effect in fact I’ve got into the negative there so it’s racing out so if I go very slight yeah so you got that I’m just going to leave it at the default of one cuz I like it to look a bit stronger and then it might get a bit washed out by what we do with

the rest of it okay so i will go actually set the leather color nail set the actual shader model to our nail and that just sort of you can’t really see too much of a difference right now but it just sort of changes the way that light is affected by this and we want the sort of a brownie color so something like that split something that so looks like leather and we want a ramp on there and I found from my testing if I swap these two however and I make this very so the dark gray it just gives this slight effect to the actual shader so you can sort of see it coming in around here a bit it’s quite dark in this scene so I’ll just set this to a Hemi we can see a bit more you can see how there’s a color here and the sort of a different shade of it there I’m going to send it down a little bit I’m so up to there okay so next we want to get a specular set it to Fong and we can see the difference is here the fungus resolver it’s slightly less intense there is a significant difference but it doesn’t matter too much I’m just going to bring this color down to sort of a mid gray so that the specular highlights not too strong but you can see the specular coming in across here so we’re just going to add in a couple model textures our first one will be for some color variation and just add some clouds of fine for that we want to set the color about point 5 and set it to multiply now if we hit f12 on that you should be able to see I’ll there’s some variations in colors just around the model but it’s not too strong but it just adds a bit of interest to the actual model itself I’m and we can just bring the size down quite a bit if you want to see it a bit more of an effect that I mean if you’re still having trouble seeing very clearly we can just crank that up and so you can see it’s kind of splotchy and sort of looks like that all over so I just bring that down to a point five so it’s just a subtle effect that goes across the whole thing and we want to add in its this so it’s a similar thing but instead of the color variation it’s a sort of geometry variation of space or I’ll call it bumpy bumpiness and we’re just going to affect the normal at about point point for 2.5 and that just gives us a bit of a bumpy nurse to it that in some a little bit of variation to the geometry this one I’ll probably make a bit bigger in the actual size of the other clouds and so it’s the sort of a subtle effect going across the whole thing again if you really want to see exactly where all the variation is you can see it like that you can get a better idea for the size of what’s going on but i’ll just bring that down just sort of just under point 5 so I’ve got a

little bit of variation going on now what I did in actually in my tests for the crackle and it’s not affecting the color but it sort of looks like it is um so what my tests were like was I had it actually a brown color it wasn’t very good brand color and then I had a sort of a light were so more orangey brown over here and I think it’s just the closeness of those colors that it sort of effects you can see it’s made all that quite a lot stronger so am I here we go so if we we can just affect the depth of the crackle by adjusting this anyway now without actually having to adjust the normal value so you can sort of get it looking a lot easier how you want it here don’t worry about putting a color on there it shouldn’t affect it too much just have a sort of a gray in a light gray in just one setting I just need to change is this one to add I’m not sure it’s not it’s not coming up as nicely as my tests did I’ll just pull up that file to show you so this is the file i was testing with i’ll put up this theater download as well I just see you can get the same leather texture as me I’m pretty sure I got all the settings the same but it just wasn’t coming out quite the same so I’m you can see I’ve got the the McCracken’s coming up a lot more gentler and there’s just this nice sort of effect going across the actual leather itself I mean it’s a little bit lumpy and it looks it just looks really good and you can see there’s a little bit of variation sort of around as well in the colors and that’s all it’s very similar settings here and we’ve got the gray I input normal that might be what I’m missing so that just makes sense the quest sort of similar but the crackle is what sort of annoying me the most but we’ve got we’ve got a good example of how it should look here but then you can see I haven’t named these properly I’ll name them upset all the naming conventions up properly for you but we’ve got the crackle and all that going just into the normal I will get the color variation we might want to i don’t think i have that ramp in there make sure that blend is set to multiply and just the variation for the bumpiness of this such normal so i’ll put this file up for you to download as well to pull apart and look at how they take to work i think i might just miss a couple of textures a couple of settings somewhere and that’s not quite getting me the results that i had earlier so we’ve got that so I’ve got that saved anyway so I’ll just close that off I’m going to forget this one ever existed and I’m going to open up this file again so now we can go file link and project sorry I have the file in the wrong directory so now if i go into link I’ve got leather here and I can just get material and select that one and then apply that one to the seat of the chair and so if we go f12 now we’ve got a leather seat and air chair you might want to play with the shady settings a bit more bonus on the leather because the lighting in this file is slightly different to that one so i will probably want to reduce the specular and I pray the shader settings a little bit more so in fact we’ll do that now and we will so we’ll save that and then

we can open the leather file again so again we’ll do a quick test window so we’ve got we know sort of what the problem was and that where the color variations or comes when it comes lighter in the shader not in the actual color on the actual thing but on the shader it was getting very bright so we’ll go into the material settings here and we might just play with this a bit so I’m just sort of bringing those that variation down a bit we can still see the specular highlights going on and i’ll make sure i’m wondering nice and big so we can really see the details so that’s sort of getting a bit closer there i’ll bring that all the way in just to there so it’s just a very slight effect that you can sort of see coming up and we the specular of what that’s pretty much black here it might bring that up a little bit just to see just so we can get actually now I don’t want the specular just thinking about how leather generally looks on a chair that sort of been worn a little bit there might be a little bit of specular coming across it but not too much so we’ll save this because we’ve affected the material here and then if we go back into the chair file and we render still looking a bit crap but I’m is better than what it was and it might just be that we need to set it so there’s no specularity it’s all on there but for now play with those settings and see what you can come up with and I’ll put these files up for you to download and until next time plz subscribe & like our videos go to my facebook page and like that as well i’m going to i’m thinking about how I’m going to do the actual animation portion of the series I’m thinking of I’ll put the question up on facebook in a minute but should I release it in one big chunk so they’ll probably be between 10 to 20 videos that all come up at the same time or I could do it continued on our weekly basis um there’s positives and negatives to either way but give me a feedback as to how I II prefer your video tutorials to come to you and say yet until next time good luck and have fun sorry just a quick addendum so I just quickly fix that what was really annoying me about that leather texture there I’ve just put black and completely opaque on the left of this ramp in the air india shader and then I’ve put a sort of a very doubt grey here with alpha of 0 and when that just fades so from black to this color between those two points there this is about point four and I can render it here quickly and that looks sort of nice and then in the actual blend file this is what it looks like so this so yeah that’s looking all right now yeah I’ll put up this final file as well for you to download because we’re sort of chopped and changed and changed quite a few settings as to what I originally planned well that’s okay experimenting is good see you