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Course

Game Asset Creation
feed Course Overview
Intro keyboard_arrow_down
  1. 01

    Introduction

Section 1 - Understanding the Interface keyboard_arrow_down
  1. 01

    Chapter 01 - First Encounters

    Free
  2. 02

    Chapter 02 - Navigation

    Free
  3. 03

    Chapter 03 - Layout Customizing

    Free
  4. 04

    Chapter 04 - User Preference Changes

    Free
Section 2 - Navigation keyboard_arrow_down
  1. 01

    Chapter 01 - Menus, Modes and Display

    Free
  2. 02

    Chapter 02 - Navigation

    Free
  3. 03

    Chapter 03 - Layers and Snapping

    Free
Section 3 - Modeling keyboard_arrow_down
  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 keyboard_arrow_down
  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 keyboard_arrow_down
  1. 01

    Chapter 01 - UVs Overview

    Free
  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 keyboard_arrow_down
  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 keyboard_arrow_down
  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 keyboard_arrow_down
  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 keyboard_arrow_down
  1. insert_drive_file Attribution & Links visibility_off
  2. insert_drive_file ConeCamHat.obj visibility_off
  3. insert_drive_file ConeCamHat_LOD.obj visibility_off
Images And Textures keyboard_arrow_down
  1. insert_drive_file Ref - camera-712122_1920-color.jpg visibility_off
  2. insert_drive_file Ref - caution-389408_1920-color.jpg visibility_off
Blend Files keyboard_arrow_down
  1. insert_drive_file Asset 01 - Modeling visibility_off
  2. insert_drive_file Asset 02 - UVing visibility_off
  3. insert_drive_file Asset 03 - Baking visibility_off
  4. insert_drive_file Asset 04 - Texturing visibility_off
  5. insert_drive_file Asset 05 - Exporting And Importing visibility_off
  6. insert_drive_file Camera Fly Example Geometry visibility_off

Course

Game Asset Creation
Intro keyboard_arrow_down
  1. 01

    Introduction

Section 1 - Understanding the Interface keyboard_arrow_down
  1. 01

    Chapter 01 - First Encounters

    Free
  2. 02

    Chapter 02 - Navigation

    Free
  3. 03

    Chapter 03 - Layout Customizing

    Free
  4. 04

    Chapter 04 - User Preference Changes

    Free
Section 2 - Navigation keyboard_arrow_down
  1. 01

    Chapter 01 - Menus, Modes and Display

    Free
  2. 02

    Chapter 02 - Navigation

    Free
  3. 03

    Chapter 03 - Layers and Snapping

    Free
Section 3 - Modeling keyboard_arrow_down
  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 keyboard_arrow_down
  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 keyboard_arrow_down
  1. 01

    Chapter 01 - UVs Overview

    Free
  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 keyboard_arrow_down
  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 keyboard_arrow_down
  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 keyboard_arrow_down
  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 keyboard_arrow_down
  1. insert_drive_file Attribution & Links
  2. insert_drive_file ConeCamHat.obj
  3. insert_drive_file ConeCamHat_LOD.obj
Images And Textures keyboard_arrow_down
  1. insert_drive_file Ref - camera-712122_1920-color.jpg
  2. insert_drive_file Ref - caution-389408_1920-color.jpg
Blend Files keyboard_arrow_down
  1. insert_drive_file Asset 01 - Modeling
  2. insert_drive_file Asset 02 - UVing
  3. insert_drive_file Asset 03 - Baking
  4. insert_drive_file Asset 04 - Texturing
  5. insert_drive_file Asset 05 - Exporting And Importing
  6. insert_drive_file Camera Fly Example Geometry

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Section 8 - Importing and Exporting

Chapter 05 - Importing Into Team Fortress 2

Sept. 24th, 2015

info License: CC-BY
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Francesco Siddi
Francesco Siddi Publisher

Finishing up by getting the game asset into the Team Fortress 2 game engine.

Join to comment publicly.

13 comments

Anthony Jones
Anthony Jones Feb. 20th, 2017

This was such a useful series. I have learned so much from watching and following along with all of this. Thanks for all of the help and information.

Aidy Burrows
Aidy Burrows Feb. 20th, 2017

@anthonyjones1990: Really great to hear! Very glad it helped. :) Aidy.

paolo.savini
paolo.savini Dec. 22nd, 2015

Realy interesting training!

Aidy Burrows
Aidy Burrows Nov. 5th, 2016

@paolo.savini: Many thanks! :) Aidy.

David Thorpe
David Thorpe March 12th, 2017

Lovely course, in every way.

Aidy Burrows
Aidy Burrows March 17th, 2017

@dave4: Really pleased to hear it was helpful. :)

Radoslaw Zarzecki
Radoslaw Zarzecki May 10th, 2017

Your training was very informative! Thanks very much for every bit of knowledge!

Aidy Burrows
Aidy Burrows May 12th, 2017

@zarzeckiradoslaw: You're very welcome! Thanks! :) Aidy.

Matthew Bartlett
Matthew Bartlett Aug. 6th, 2017

Aidy, just wanted to say thanks. This was really helpful and has allowed me to move on with a project I want to work on.

Aidy Burrows
Aidy Burrows Aug. 8th, 2017

@mabartlett: That's awesome to hear! Makes me very proud to hear that you're now moving on with your project! :)

Aidy.

Midnight Sparky
Midnight Sparky Oct. 4th, 2017

Whilst I have got so many questions (less so how to do something, but more so why), I wanted to express much thanks for your video series. Deffo was worth the access costs! I've been meaning to dive into Blender, as well as had been wanting to do 3D modeling/game making/animation for years... Blender is amazing with all it can do, esp now.

I have not any ideal what TF2 is, but still learned a lot here. I reckon I will restart the cone from scratch again and see if I can get it correctly done... as I believe I know some of the issues I had that screwed stuff up down the line.

Much thanks again!

Aidy Burrows
Aidy Burrows Oct. 4th, 2017

@salacorn: Thank you very much for the encouragement, it's very cool of you to take the time and pass on the appreciation!

The TF2 pipeline part at the very end can be ignored if you're looking at getting any game objects into a different game engine, the most common would be Unity and Unreal Engine 4 (personally i'm probably most familiar with UE4 currently), both free to a point, as well as other open source projects like Godot and Blender's own engine or variations such as... UpBGE, Armory, and Blend4Web. Which i'm also looking at keeping an eye on and will be experimenting in as soon as i can. :)

Thanks again! :) Aidy.

mugobe colline louis
mugobe colline louis Sept. 6th, 2018

Thanks andy

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