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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
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Section 4 - Modeling a Game Asset
Sept. 24th, 2015
A look at how to use modifiers to non-destructively build up a high resolution version of the cone model.
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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
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
http://imgur.com/a/CmYCP album of 6 pics from selection to adding modifier to adjusting values
@falkon_x: Same problem here. Nothing seems to make the bevel modifier work...
@falkon_x: You need to uncheck the "Clamp Overlap" option and adjust the width value then.
@ShadowGames: Thanks for sharing your solution! Hopefully that helps the others :) Aidy.
@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.
@ShadowGames: You star! Thanks!
@Aidy_Burrows: Thank you. I tried remove doubles and problem solved.
Removing duplicates also solved it for me!
Be sure you have auto smoothing on too