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Course

Game Asset Creation

insert_drive_file Course Overview
Intro keyboard_arrow_down
  1. 01

    Introduction

Section 1 - Understanding the Interface keyboard_arrow_down
  1. 01

    Chapter 01 - First Encounters

    lock_open
  2. 02

    Chapter 02 - Navigation

    lock_open
  3. 03

    Chapter 03 - Layout Customizing

    lock_open
  4. 04

    Chapter 04 - User Preference Changes

    lock_open
Section 2 - Navigation keyboard_arrow_down
  1. 01

    Chapter 01 - Menus, Modes and Display

    lock_open
  2. 02

    Chapter 02 - Navigation

    lock_open
  3. 03

    Chapter 03 - Layers and Snapping

    lock_open
Section 3 - Modeling keyboard_arrow_down
  1. 01

    Chapter 01 - Mesh Data, Object Data

  2. 02

    Chapter 02 - Object Tools

  3. 03

    Chapter 03 - Mesh Tools - Extrude

  4. 04

    Chapter 04 - Mesh Tools - Bevel

  5. 05

    Chapter 05 - Mesh Tools - Subdivide

  6. 06

    Chapter 06 - Mesh Tools - Working With Loops

  7. 07

    Chapter 07 - Mesh Tools - Vertex Connect

  8. 08

    Chapter 08 - Mesh Tools - Inset

  9. 09

    Chapter 09 - Mesh Tools - Merging

  10. 10

    Chapter 10 - Mesh Tools - Knife Tool

Section 4 - Modeling a Game Asset keyboard_arrow_down
  1. 01

    Chapter 01 - Ref Images & Traffic Cone Blockout

  2. 02

    Chapter 02 - Traffic Cone Modeling

  3. 03

    Chapter 03 - Normal Editing - Smooth/Hard Edges

  4. 04

    Chapter 04 - High Res Traffic Cone

  5. 05

    Chapter 05 - Camera Modeling

  6. 06

    Chapter 06 - Modeling With Curves

  7. 07

    Chapter 07 - Finishing The Camera Model

  8. 08

    Chapter 08 - Removing NGons

  9. 09

    Chapter 09 - Hi Res Lens And Ribbed Cable

  10. 10

    Chapter 10 - Organizing And Naming Objects

Section 5 - UVs keyboard_arrow_down
  1. 01

    Chapter 01 - UVs Overview

    lock_open
  2. 02

    Chapter 02 - Mirror Modifier

  3. 03

    Chapter 03 - UV Unwrapping The Base

  4. 04

    Chapter 04 - UV Unwrapping The Cable

  5. 05

    Chapter 05 - UV Unwrapping The Cone

  6. 06

    Chapter 06 - UV Final Layout

Section 6 - Baking keyboard_arrow_down
  1. 01

    Chapter 01 - Baking Setup And Creating Images

  2. 02

    Chapter 02 - Baking Ambient Occlusion

  3. 03

    Chapter 03 - Baking Normal Maps

  4. 04

    Chapter 04 - Creating The Base Color Materials

  5. 05

    Chapter 05 - Baking The Base Color

  6. 06

    Chapter 06 - Setting Up A Complete Material

  7. 07

    Chapter 07 - Cord Baking And Multiple UV Sets

  8. 08

    Chapter 08 - Baking The Camera Lens

Section 7 - 3D Painting keyboard_arrow_down
  1. 01

    Chapter 01 - 3D Painting Setup

  2. 02

    Chapter 02 - Painting A Vertical Gradient

  3. 03

    Chapter 03 - Multi Layered Painting

  4. 04

    Chapter 04 - Worn Edges With Cavity Masking

  5. 05

    Chapter 05 - Baking All Layers Down To 1

Section 8 - Importing and Exporting keyboard_arrow_down
  1. 01

    Chapter 01 - Importing A TF2 Character

  2. 02

    Chapter 02 - Rigging And Placing The Asset

  3. 03

    Chapter 03 - LOD Creation

  4. 04

    Chapter 04 - Exporting As OBJ

  5. 05

    Chapter 05 - Importing Into Team Fortress 2

Assets keyboard_arrow_down
  1. insert_drive_file

    Attribution & Links

  2. insert_drive_file

    ConeCamHat.obj

  3. insert_drive_file

    ConeCamHat_LOD.obj

Images And Textures keyboard_arrow_down
  1. insert_drive_file

    Ref - camera-712122_1920-color.jpg

  2. insert_drive_file

    Ref - caution-389408_1920-color.jpg

Blend Files keyboard_arrow_down
  1. insert_drive_file

    Asset 01 - Modeling

  2. insert_drive_file

    Asset 02 - UVing

  3. insert_drive_file

    Asset 03 - Baking

  4. insert_drive_file

    Asset 04 - Texturing

  5. insert_drive_file

    Asset 05 - Exporting And Importing

  6. insert_drive_file

    Camera Fly Example Geometry

Course

Game Asset Creation

insert_drive_file Course Overview
Intro keyboard_arrow_down
  1. 01

    Introduction

Section 1 - Understanding the Interface keyboard_arrow_down
  1. 01

    Chapter 01 - First Encounters

    lock_open
  2. 02

    Chapter 02 - Navigation

    lock_open
  3. 03

    Chapter 03 - Layout Customizing

    lock_open
  4. 04

    Chapter 04 - User Preference Changes

    lock_open
Section 2 - Navigation keyboard_arrow_down
  1. 01

    Chapter 01 - Menus, Modes and Display

    lock_open
  2. 02

    Chapter 02 - Navigation

    lock_open
  3. 03

    Chapter 03 - Layers and Snapping

    lock_open
Section 3 - Modeling keyboard_arrow_down
  1. 01

    Chapter 01 - Mesh Data, Object Data

  2. 02

    Chapter 02 - Object Tools

  3. 03

    Chapter 03 - Mesh Tools - Extrude

  4. 04

    Chapter 04 - Mesh Tools - Bevel

  5. 05

    Chapter 05 - Mesh Tools - Subdivide

  6. 06

    Chapter 06 - Mesh Tools - Working With Loops

  7. 07

    Chapter 07 - Mesh Tools - Vertex Connect

  8. 08

    Chapter 08 - Mesh Tools - Inset

  9. 09

    Chapter 09 - Mesh Tools - Merging

  10. 10

    Chapter 10 - Mesh Tools - Knife Tool

Section 4 - Modeling a Game Asset keyboard_arrow_down
  1. 01

    Chapter 01 - Ref Images & Traffic Cone Blockout

  2. 02

    Chapter 02 - Traffic Cone Modeling

  3. 03

    Chapter 03 - Normal Editing - Smooth/Hard Edges

  4. 04

    Chapter 04 - High Res Traffic Cone

  5. 05

    Chapter 05 - Camera Modeling

  6. 06

    Chapter 06 - Modeling With Curves

  7. 07

    Chapter 07 - Finishing The Camera Model

  8. 08

    Chapter 08 - Removing NGons

  9. 09

    Chapter 09 - Hi Res Lens And Ribbed Cable

  10. 10

    Chapter 10 - Organizing And Naming Objects

Section 5 - UVs keyboard_arrow_down
  1. 01

    Chapter 01 - UVs Overview

    lock_open
  2. 02

    Chapter 02 - Mirror Modifier

  3. 03

    Chapter 03 - UV Unwrapping The Base

  4. 04

    Chapter 04 - UV Unwrapping The Cable

  5. 05

    Chapter 05 - UV Unwrapping The Cone

  6. 06

    Chapter 06 - UV Final Layout

Section 6 - Baking keyboard_arrow_down
  1. 01

    Chapter 01 - Baking Setup And Creating Images

  2. 02

    Chapter 02 - Baking Ambient Occlusion

  3. 03

    Chapter 03 - Baking Normal Maps

  4. 04

    Chapter 04 - Creating The Base Color Materials

  5. 05

    Chapter 05 - Baking The Base Color

  6. 06

    Chapter 06 - Setting Up A Complete Material

  7. 07

    Chapter 07 - Cord Baking And Multiple UV Sets

  8. 08

    Chapter 08 - Baking The Camera Lens

Section 7 - 3D Painting keyboard_arrow_down
  1. 01

    Chapter 01 - 3D Painting Setup

  2. 02

    Chapter 02 - Painting A Vertical Gradient

  3. 03

    Chapter 03 - Multi Layered Painting

  4. 04

    Chapter 04 - Worn Edges With Cavity Masking

  5. 05

    Chapter 05 - Baking All Layers Down To 1

Section 8 - Importing and Exporting keyboard_arrow_down
  1. 01

    Chapter 01 - Importing A TF2 Character

  2. 02

    Chapter 02 - Rigging And Placing The Asset

  3. 03

    Chapter 03 - LOD Creation

  4. 04

    Chapter 04 - Exporting As OBJ

  5. 05

    Chapter 05 - Importing Into Team Fortress 2

Assets keyboard_arrow_down
  1. insert_drive_file

    Attribution & Links

  2. insert_drive_file

    ConeCamHat.obj

  3. insert_drive_file

    ConeCamHat_LOD.obj

Images And Textures keyboard_arrow_down
  1. insert_drive_file

    Ref - camera-712122_1920-color.jpg

  2. insert_drive_file

    Ref - caution-389408_1920-color.jpg

Blend Files keyboard_arrow_down
  1. insert_drive_file

    Asset 01 - Modeling

  2. insert_drive_file

    Asset 02 - UVing

  3. insert_drive_file

    Asset 03 - Baking

  4. insert_drive_file

    Asset 04 - Texturing

  5. insert_drive_file

    Asset 05 - Exporting And Importing

  6. insert_drive_file

    Camera Fly Example Geometry

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Section 5 - UVs

Chapter 04 - UV Unwrapping The Cable

24th September 2015

info License: CC-BY
flag Report Problem

Author

Francesco Siddi

More UV techniques explored while unwrapping the cable.

9 Comments

Join to comment publicly.

Fraser Thomson

11th January 2017 - 23:51

............

Eduardo Araya

30th January 2017 - 18:16

Hi, I have a problem, when applying "Follow active quads" blender throws me the error: Location <Unknown location>: -1. What should I do?

Aidy Burrows

5th February 2017 - 11:26

@arayabarrioseduardo: That is a strange one, I've never come across that before. Possibly that would require checking that it works on a standard cube ok. If you can do it on some other objects then possibly you can send me the blend file and i'll take a look at what may be wrong with the object you're getting the error on.

Hope that helps. Let me know if it's still an issue/you'd me to take a look. :) Aidy.

Show more replies

Eduardo Araya

8th February 2017 - 00:05

**@font><font>(Aidy_Burrows)</font>

Aidy Burrows

8th February 2017 - 14:09

@arayabarrioseduardo: That's great to hear! :)

The baking video uses a cone that we'll make to be much more nicer looking, lots more polygons to round out those curves. The downside is that we can't really use geometry like that in games, we're always looking to use as few polygons and smaller texture sizes as possible.

So what we're doing is taking our high resolution lots of polygons version of the cone and then baking it onto the lower resolution cone. This gets baked into textures that the lower resolution cone can use. The game engine or whatever rendering engine will read these textures and know what to do with them, basically trick the eye into thinking it's a much higher detailed mesh.

Hopefully that kind of makes a bit of sense! :) Aidy.

Eduardo Araya

9th February 2017 - 00:02

**@font><font>(Aidy_Burrows)</font>

Rob Janssen

3rd February 2018 - 07:21

.....

tankcrusher210

5th August 2018 - 13:54

When I try to use the 'Follow active quads' command (with average length mode), I end up getting a distorted bow-tie shape in my UV editor instead of a nice flat rectangle. What gives?

When I force a seam along the long dimension of the cable to straighten it out, I get a distorted rectangle-like shape but none of the lines are square to the axes.

frasse.pirat

25th June 2019 - 20:45

*@tankcrusher210* 1 year to late but for future reference, I unwrapped the active face alone before doing a ctrl + l select and doing a follow active quads unwrap. This resulted in a slightly skewed uv but was easily fixed with a 'w' align auto.

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