Support Blender Core Development with a monthly contribution.
The creators who share. Access production content and knowledge from the Open Movies.
Latest news and updates on Blender development.
Join the community and help with design, development, docs and more.
A platform to collect and display the Blender Benchmark results.
Documentation on Blender's features, tools and API.
The yearly event that brings together the Blender community in one place.
Download the latest Blender version, or try the beta!
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
You can join Blender Studio for €9.90/month and get access to all of our training & film content
Section 4 - Modeling a Game Asset
24th September 2015
Another opportunity to explore Blender's modeling tools to create a camera model.
Join to comment publicly.
10th January 2017 - 00:19
lol how many times does he say 'something like that'
15th January 2017 - 06:03
I always take it to mean: I could have done it better, but I need to hurry so let's just call it good.
27th January 2017 - 22:20
@tchilbert: ok I guess that makes sense
12th May 2017 - 19:35
@Aidy_Burrows:, On the base of the traffic cone, and then on the camera too, you say that you're going to mirror the object, and then basically divide it in half by adding a cut around the whole object. Why is this? In this video it's around 7min.
13th May 2017 - 01:28
Ok, got to the answer in the next section. So, the model will eventually be cut in half on this line, and then the mirror modifier will be applied (to make the model seem full). This is so that when UV unwrapping and texturing, it saves space in the texture file, and also cuts in half the amount of work needed to UV unwrap and texture the model. I've never used the mirror modifier and am not sure how it works with exporting and importing into a game engine, so I'm curious to find out.