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Chapter 01 - First Encounters
Chapter 02 - Navigation
Chapter 03 - Layout Customizing
Chapter 04 - User Preference Changes
Chapter 01 - Menus, Modes and Display
Chapter 03 - Layers and Snapping
Chapter 01 - Mesh Data, Object Data
Chapter 02 - Object Tools
Chapter 03 - Mesh Tools - Extrude
Chapter 04 - Mesh Tools - Bevel
Chapter 05 - Mesh Tools - Subdivide
Chapter 06 - Mesh Tools - Working With Loops
Chapter 07 - Mesh Tools - Vertex Connect
Chapter 08 - Mesh Tools - Inset
Chapter 09 - Mesh Tools - Merging
Chapter 10 - Mesh Tools - Knife Tool
Chapter 01 - Ref Images & Traffic Cone Blockout
Chapter 02 - Traffic Cone Modeling
Chapter 03 - Normal Editing - Smooth/Hard Edges
Chapter 04 - High Res Traffic Cone
Chapter 05 - Camera Modeling
Chapter 06 - Modeling With Curves
Chapter 07 - Finishing The Camera Model
Chapter 08 - Removing NGons
Chapter 09 - Hi Res Lens And Ribbed Cable
Chapter 10 - Organizing And Naming Objects
Chapter 01 - UVs Overview
Chapter 02 - Mirror Modifier
Chapter 03 - UV Unwrapping The Base
Chapter 04 - UV Unwrapping The Cable
Chapter 05 - UV Unwrapping The Cone
Chapter 06 - UV Final Layout
Chapter 01 - Baking Setup And Creating Images
Chapter 02 - Baking Ambient Occlusion
Chapter 03 - Baking Normal Maps
Chapter 04 - Creating The Base Color Materials
Chapter 05 - Baking The Base Color
Chapter 06 - Setting Up A Complete Material
Chapter 07 - Cord Baking And Multiple UV Sets
Chapter 08 - Baking The Camera Lens
Chapter 01 - 3D Painting Setup
Chapter 02 - Painting A Vertical Gradient
Chapter 03 - Multi Layered Painting
Chapter 04 - Worn Edges With Cavity Masking
Chapter 05 - Baking All Layers Down To 1
Chapter 01 - Importing A TF2 Character
Chapter 02 - Rigging And Placing The Asset
Chapter 03 - LOD Creation
Chapter 04 - Exporting As OBJ
Chapter 05 - Importing Into Team Fortress 2
Attribution & Links
Ref - camera-712122_1920-color.jpg
Ref - caution-389408_1920-color.jpg
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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Section 4 - Modeling a Game Asset
24th September 2015
How to setup background images to use as reference. Also includes the basic blockout for the traffic cone.
Join to comment publicly.
29th November 2015 - 20:44
Perhaps I am missing it, but are the reference images used in this tutorial available for download? All I could find in the asset section was the completed model.
(and, great tutorials, thanks!)
30th November 2015 - 12:41
Hey, thanks for checking out the tutorials! I think Aidy didn't include them for copyright reasons (all of our stuff has to be CC). However I found the images using image search, I think it's OK at least to link them here:
traffic cone: http://s3.amazonaws.com/brandrepup/media/63903/db0f294c26448ad39dd49c2a2897a11eabb51173/original/caution-389408_1920.jpg?1445464999
24th May 2016 - 21:16
@Andy Goralczyk: Camera image is broken
30th May 2016 - 20:52
@Michael Fasani: Did a reverse image search and found it, I uploaded them to imgur so they shouldnt magically disappear any time soon; http://imgur.com/a/cDYgM
5th November 2016 - 19:53
@andy: Hi Andy! Aidy here. :D
Thanks for finding those links, the images are CC0 from pixabay, I also have them with some other assets related to the course, I'm contacting Francesco to see if we can add them here. :)
p.s. I don't get notified when there's any comments so I've only just stumbled across these now, so I'll try and respond to everyone now!!! :D
7th November 2016 - 09:37
@Aidy_Burrows: Cheers! We'll try and make sure to notify you in the future :)
8th November 2016 - 00:05
@andy: The notifications appear to be working! Thanks! Woo! :D
3rd August 2017 - 17:49
2nd February 2017 - 22:57
Dear Heavens. Aidy does a great SUPER-SPEED tutorial.
5th February 2017 - 11:20
@stephen2: Haha, I'm going as mid-speed as possible! :D Hopefully though if you download you can tweak the playback speed in something like VLC to personal taste! :D
20th October 2016 - 02:44
I'm wondering why the cylinder (the top part of the cone) and cube (the base) are added as separate objects? Given that we are modelling a single object, a hat, I would have thought that in blender we would join the two together?
20th October 2016 - 10:18
@nick.sandow: It's always best to separate things as much as possible and only join when absolutely necessary, you reduce complexity during editing this way. But it's a personal preference mostly.
21st October 2016 - 05:53
@andy: Thanks Andy. I am just starting out in 3d modelling and it had never even occurred to me to do things this way. At least I am learning alot from these videos!