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Stylized Rendering with Brushstrokes
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Intro
  1. 01

    Introduction

Section 1 - Understanding the Interface
  1. 01

    Chapter 01 - First Encounters

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  2. 02

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  3. 03

    Chapter 03 - Layout Customizing

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    Chapter 04 - User Preference Changes

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Section 2 - Navigation
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  2. 02

    Chapter 02 - Navigation

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Section 3 - Modeling
  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
  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
  1. 01

    Chapter 01 - UVs Overview

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  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
  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
  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
  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
  1. Attribution & Links
  2. ConeCamHat.obj
  3. ConeCamHat_LOD.obj
Images And Textures
  1. Ref - camera-712122_1920-color.jpg
  2. Ref - caution-389408_1920-color.jpg
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Francesco Siddi
Francesco Siddi Author
License CC-BY
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Section 4 - Modeling a Game Asset

Chapter 04 - High Res Traffic Cone

A look at how to use modifiers to non-destructively build up a high resolution version of the cone model.

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11 comments
Dalton Maahs
Dalton Maahs
April 20th, 2018

Be sure you have auto smoothing on too

Lucas Crivelli
Lucas Crivelli
March 26th, 2018

Removing duplicates also solved it for me!

Chrisitan Dybdal
Chrisitan Dybdal
Dec. 6th, 2015

hey.. Im on 2.76b .. when I add (not apply) the bevel modifier - with effect shown and mean bevel weight in edges data on 1 - the only thing that happens is it seems to flip between smooth and flat shading.. no gradual change, more than 0 weight and it's flatshading, 0 it's smooth Changing width and segments has no effect Changing 'limit method' from weight to none just causes a minor difference in the shade/nuance of the flatshading -- I do the whole Select -> sharp edges -> same result as in video -> add modifier ; part but then -> god dammit! -- I tried resetting blender and computer, still I cry ;p

Chrisitan Dybdal
Chrisitan Dybdal
Dec. 6th, 2015

imgur pic .. this is after having gone to object mode and back to edit mode - for some reasons faces get hightlighted due to that - http://imgur.com/ll9c2yv

Show more replies
Yanghao Luo
Yanghao Luo
Dec. 4th, 2016

@Aidy_Burrows: Thank you. I tried remove doubles and problem solved.

Lee Mason
Lee Mason
Dec. 1st, 2016

@ShadowGames: You star! Thanks!

Aidy Burrows
Aidy Burrows
Nov. 5th, 2016

@falkon_x: Apologies for the delay into looking at this. After looking at the 6 pictures I'm not sure what has happened there, my only thought is perhaps the object scaling is off? Try using Ctrl A to apply the scale.

If unchecking clamp overlap seems to work then I think it's worth carefully checking the mesh, checking for double geometry or flipped faces and so on. Or rebuild a similar simple object and retest the bevel modifier on that. Hope that makes sense! Aidy.

Aidy.

Aidy Burrows
Aidy Burrows
Nov. 5th, 2016

@ShadowGames: Thanks for sharing your solution! Hopefully that helps the others :) Aidy.

Marcel Fitzner
Marcel Fitzner
Feb. 18th, 2016

@falkon_x: You need to uncheck the "Clamp Overlap" option and adjust the width value then.

Marcel Fitzner
Marcel Fitzner
Feb. 18th, 2016

@falkon_x: Same problem here. Nothing seems to make the bevel modifier work...

Chrisitan Dybdal
Chrisitan Dybdal
Dec. 6th, 2015

http://imgur.com/a/CmYCP album of 6 pics from selection to adding modifier to adjusting values

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