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Section 4 - Modeling a Game Asset
24th September 2015
Another opportunity to explore Blender's modeling tools to create a camera model.
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10th January 2017 - 00:19
lol how many times does he say 'something like that'
15th January 2017 - 06:03
I always take it to mean: I could have done it better, but I need to hurry so let's just call it good.
27th January 2017 - 22:20
@tchilbert: ok I guess that makes sense
12th May 2017 - 19:35
@Aidy_Burrows:, On the base of the traffic cone, and then on the camera too, you say that you're going to mirror the object, and then basically divide it in half by adding a cut around the whole object. Why is this? In this video it's around 7min.
13th May 2017 - 01:28
Ok, got to the answer in the next section. So, the model will eventually be cut in half on this line, and then the mirror modifier will be applied (to make the model seem full). This is so that when UV unwrapping and texturing, it saves space in the texture file, and also cuts in half the amount of work needed to UV unwrap and texture the model. I've never used the mirror modifier and am not sure how it works with exporting and importing into a game engine, so I'm curious to find out.