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Course
Game Asset Creation
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Course Overview
Intro
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01
Introduction
Section 1 - Understanding the Interface
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01
Chapter 01 - First Encounters
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02
Chapter 02 - Navigation
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03
Chapter 03 - Layout Customizing
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04
Chapter 04 - User Preference Changes
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Section 2 - Navigation
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01
Chapter 01 - Menus, Modes and Display
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02
Chapter 02 - Navigation
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03
Chapter 03 - Layers and Snapping
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Section 3 - Modeling
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01
Chapter 01 - Mesh Data, Object Data
02
Chapter 02 - Object Tools
03
Chapter 03 - Mesh Tools - Extrude
04
Chapter 04 - Mesh Tools - Bevel
05
Chapter 05 - Mesh Tools - Subdivide
06
Chapter 06 - Mesh Tools - Working With Loops
07
Chapter 07 - Mesh Tools - Vertex Connect
08
Chapter 08 - Mesh Tools - Inset
09
Chapter 09 - Mesh Tools - Merging
10
Chapter 10 - Mesh Tools - Knife Tool
Section 4 - Modeling a Game Asset
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01
Chapter 01 - Ref Images & Traffic Cone Blockout
02
Chapter 02 - Traffic Cone Modeling
03
Chapter 03 - Normal Editing - Smooth/Hard Edges
04
Chapter 04 - High Res Traffic Cone
05
Chapter 05 - Camera Modeling
06
Chapter 06 - Modeling With Curves
07
Chapter 07 - Finishing The Camera Model
08
Chapter 08 - Removing NGons
09
Chapter 09 - Hi Res Lens And Ribbed Cable
10
Chapter 10 - Organizing And Naming Objects
Section 5 - UVs
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01
Chapter 01 - UVs Overview
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02
Chapter 02 - Mirror Modifier
03
Chapter 03 - UV Unwrapping The Base
04
Chapter 04 - UV Unwrapping The Cable
05
Chapter 05 - UV Unwrapping The Cone
06
Chapter 06 - UV Final Layout
Section 6 - Baking
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01
Chapter 01 - Baking Setup And Creating Images
02
Chapter 02 - Baking Ambient Occlusion
03
Chapter 03 - Baking Normal Maps
04
Chapter 04 - Creating The Base Color Materials
05
Chapter 05 - Baking The Base Color
06
Chapter 06 - Setting Up A Complete Material
07
Chapter 07 - Cord Baking And Multiple UV Sets
08
Chapter 08 - Baking The Camera Lens
Section 7 - 3D Painting
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01
Chapter 01 - 3D Painting Setup
02
Chapter 02 - Painting A Vertical Gradient
03
Chapter 03 - Multi Layered Painting
04
Chapter 04 - Worn Edges With Cavity Masking
05
Chapter 05 - Baking All Layers Down To 1
Section 8 - Importing and Exporting
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01
Chapter 01 - Importing A TF2 Character
02
Chapter 02 - Rigging And Placing The Asset
03
Chapter 03 - LOD Creation
04
Chapter 04 - Exporting As OBJ
05
Chapter 05 - Importing Into Team Fortress 2
Assets
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Attribution & Links
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ConeCamHat.obj
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ConeCamHat_LOD.obj
Images And Textures
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Ref - camera-712122_1920-color.jpg
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Ref - caution-389408_1920-color.jpg
Blend Files
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insert_drive_file
Asset 01 - Modeling
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Asset 02 - UVing
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Asset 03 - Baking
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Asset 04 - Texturing
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Asset 05 - Exporting And Importing
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Camera Fly Example Geometry
Course
Game Asset Creation
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Course Overview
Intro
keyboard_arrow_down
01
Introduction
Section 1 - Understanding the Interface
keyboard_arrow_down
01
Chapter 01 - First Encounters
lock_open
02
Chapter 02 - Navigation
lock_open
03
Chapter 03 - Layout Customizing
lock_open
04
Chapter 04 - User Preference Changes
lock_open
Section 2 - Navigation
keyboard_arrow_down
01
Chapter 01 - Menus, Modes and Display
lock_open
02
Chapter 02 - Navigation
lock_open
03
Chapter 03 - Layers and Snapping
lock_open
Section 3 - Modeling
keyboard_arrow_down
01
Chapter 01 - Mesh Data, Object Data
02
Chapter 02 - Object Tools
03
Chapter 03 - Mesh Tools - Extrude
04
Chapter 04 - Mesh Tools - Bevel
05
Chapter 05 - Mesh Tools - Subdivide
06
Chapter 06 - Mesh Tools - Working With Loops
07
Chapter 07 - Mesh Tools - Vertex Connect
08
Chapter 08 - Mesh Tools - Inset
09
Chapter 09 - Mesh Tools - Merging
10
Chapter 10 - Mesh Tools - Knife Tool
Section 4 - Modeling a Game Asset
keyboard_arrow_down
01
Chapter 01 - Ref Images & Traffic Cone Blockout
02
Chapter 02 - Traffic Cone Modeling
03
Chapter 03 - Normal Editing - Smooth/Hard Edges
04
Chapter 04 - High Res Traffic Cone
05
Chapter 05 - Camera Modeling
06
Chapter 06 - Modeling With Curves
07
Chapter 07 - Finishing The Camera Model
08
Chapter 08 - Removing NGons
09
Chapter 09 - Hi Res Lens And Ribbed Cable
10
Chapter 10 - Organizing And Naming Objects
Section 5 - UVs
keyboard_arrow_down
01
Chapter 01 - UVs Overview
lock_open
02
Chapter 02 - Mirror Modifier
03
Chapter 03 - UV Unwrapping The Base
04
Chapter 04 - UV Unwrapping The Cable
05
Chapter 05 - UV Unwrapping The Cone
06
Chapter 06 - UV Final Layout
Section 6 - Baking
keyboard_arrow_down
01
Chapter 01 - Baking Setup And Creating Images
02
Chapter 02 - Baking Ambient Occlusion
03
Chapter 03 - Baking Normal Maps
04
Chapter 04 - Creating The Base Color Materials
05
Chapter 05 - Baking The Base Color
06
Chapter 06 - Setting Up A Complete Material
07
Chapter 07 - Cord Baking And Multiple UV Sets
08
Chapter 08 - Baking The Camera Lens
Section 7 - 3D Painting
keyboard_arrow_down
01
Chapter 01 - 3D Painting Setup
02
Chapter 02 - Painting A Vertical Gradient
03
Chapter 03 - Multi Layered Painting
04
Chapter 04 - Worn Edges With Cavity Masking
05
Chapter 05 - Baking All Layers Down To 1
Section 8 - Importing and Exporting
keyboard_arrow_down
01
Chapter 01 - Importing A TF2 Character
02
Chapter 02 - Rigging And Placing The Asset
03
Chapter 03 - LOD Creation
04
Chapter 04 - Exporting As OBJ
05
Chapter 05 - Importing Into Team Fortress 2
Assets
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Attribution & Links
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ConeCamHat.obj
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ConeCamHat_LOD.obj
Images And Textures
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insert_drive_file
Ref - camera-712122_1920-color.jpg
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Ref - caution-389408_1920-color.jpg
Blend Files
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insert_drive_file
Asset 01 - Modeling
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Asset 02 - UVing
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Asset 03 - Baking
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Asset 04 - Texturing
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Asset 05 - Exporting And Importing
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Camera Fly Example Geometry
Game Asset Creation
Blend Files
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Resulting blend files of several sections.
Asset 01 - Modeling
Asset 02 - UVing
Asset 03 - Baking
Asset 04 - Texturing
Asset 05 - Exporting And Importing
Camera Fly Example Geometry
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