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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 8 - Importing and Exporting
Sept. 24th, 2015
Finishing up by getting the game asset into the Team Fortress 2 game engine.
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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.
@anthonyjones1990: Really great to hear! Very glad it helped. :) Aidy.
Realy interesting training!
@paolo.savini: Many thanks! :) Aidy.
Lovely course, in every way.
@dave4: Really pleased to hear it was helpful. :)
Your training was very informative! Thanks very much for every bit of knowledge!
@zarzeckiradoslaw: You're very welcome! Thanks! :) Aidy.
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.
@mabartlett: That's awesome to hear! Makes me very proud to hear that you're now moving on with your project! :)
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!
@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.