Bedside Table 01
To add the model into your scene, go to file>append and navigate to the location where you saved the Bedside Table 01.blend file. Double click on the file and then open the collections folder, select the BedsideTable01 collection and press the append button. You should find that the model has appeared at the origin point of your scene.
If you have modelled your scene using the metric units system in Blender, you should find that the table is already of the correct scale, but if you want to change its size, simply select the Table_Locator empty object, and scale it as you would any other object.
You will most likely need to move the table around or rotate it in order to locate it appropriately within your scene, you should do this by manipulating the Table_Locator empty. If you want to open the drawer, move the Drawer_Locator empty instead, this object is constrained such that it has a realistic range of motion.
The texture sets used in the creation of the table were designed so that they would appear to be of a realistic scale, when mapped using the walnut material included with the table model. If, however, you would like to change the material in anyway, you will need to select one of the wooden objects, open the shader editor, and locate the parameter you wish to change:
- the tiling of the textures is controlled by a value node, plugged into the mapping node that drives the three texture groups, higher values will make the grain pattern smaller, so the model will appear perceptually larger
- the textures themselves are stored in the three node groups. To edit these groups, select the one you wish to edit and press tab. Once you have opened the group, you should see that the bottom image texture is a normal map, the middle one is a roughness map, and the top one is a base colour map. New images can be loaded just like any other texture node
- if you are switching in an openGL style normal map, you should mute the subtract node in the node group by selecting it and pressing M
- vertex colours play an important role in the look of the walnut shader - red indicates that the wood is of a side grain pattern, green that the wood is an end-grain pattern, and finally blue that the wood is a laminate. It is best to leave the vertex colours as they are, you could edit them by making selections in edit mode, then using paint>set vertex colors or pressing shift+k in vertex paint mode
The model contains 3 UV sets, one for any wood items, one for the pieces making up the runners and finally one for all the screws. The wood UVs are carefully aligned to achieve the most realistic wood grain placement, but using the Rotation:Z parameter in the walnut material's only mapping node will spin the textures.
All the textures used to create the model are included with the purchase of Bedside Table 01, but they are also packed into the .blend file containing the model. This makes the file quite large, but you will not have to worry about re-linking all the textures if you move it around on your hard-drive.