Home / Series / Blender Tutorials / Aired Order /
  • TheTVDB.com Season ID 1859751
  • Created August 9, 2020
  • Modified August 9, 2020
When available, episode names will be translated into your preferred language. Otherwise they will be shown using the series' origin language.
Name First Aired Runtime Image
S10E01 Introduction - Game Asset Creation
S10E02 Understanding the Interface - Chapter 01 - First Encounters
S10E03 Understanding the Interface - Chapter 02 - Navigation
S10E04 Understanding the Interface - Chapter 03 - Layout Customizing
S10E05 Understanding the Interface - Chapter 04 - User Preference Changes
S10E06 Navigation - Chapter 01 - Menus Modes and Display
S10E07 Navigation - Chapter 02 - Navigation
S10E08 Navigation - Chapter 03 - Layers and Snapping
S10E09 Modeling - Chapter 01 - Mesh Data, Object Data
S10E10 Modeling - Chapter 02 - Object Tools
S10E11 Modeling - Chapter 03 - Mesh Tools - Extrude
S10E12 Modeling - Chapter 04 - Mesh Tools Bevel
S10E13 Modeling - Chapter 05 - Mesh Tools - Subdivide
S10E14 Modeling - Chapter 06 - Mesh Tools - Working With Loops
S10E15 Modeling - Chapter 07 - Mesh Tools - Vertex Connect
S10E16 Modeling - Chapter 08 - Mesh Tools - Inset
S10E17 Modeling - Chapter 09 - Mesh Tools - Merging
S10E18 Modeling - Chapter 10 - Mesh Tools - Knife Tool
S10E19 Modeling a Game Asset - Chapter 01 - Ref Images _ Traffic Cone Blockout
S10E20 Modeling a Game Asset - Chapter 02 - Traffic Cone Modeling
S10E21 Modeling a Game Asset - Chapter 03 - Normal Editing SmoothHard Edges
S10E22 Modeling a Game Asset - Chapter 04 - High Res Traffic Cone
S10E23 Modeling a Game Asset - Chapter 05 - Camera Modeling
S10E24 Modeling a Game Asset - Chapter 06 - Modeling With Curves
S10E25 Modeling a Game Asset - Chapter 07 - Finishing The Camera Model
S10E26 Modeling a Game Asset - Chapter 08 - Removing NGons
S10E27 Modeling a Game Asset - Chapter 09 - Hi Res Lens And Ribbed Cable
S10E28 Modeling a Game Asset - Chapter 10 - Organizing And Naming Objects
S10E29 UVs - Chapter 01 - UVs Overview
S10E30 UVs - Chapter 02 - Mirror Modifier
S10E31 UVs - Chapter 03 - UV Unwrapping The Base
S10E32 UVs - Chapter 04 - UV Unwrapping The Cable
S10E33 UVs - Chapter 05 - UV Unwrapping The Cone
S10E34 UVs - Chapter 06 - UV Final Layout
S10E35 Baking - Chapter 01 - Baking Setup And Creating Images
S10E36 Baking - Chapter 02 - Baking Ambient Occlusion
S10E37 Baking - Chapter 03 - Baking Normal Maps
S10E38 Baking - Chapter 04 - Creating The Base Color Materials
S10E39 Baking - Chapter 05 - Baking The Base Color
S10E40 Baking - Chapter 06 - Setting Up A Complete Material
S10E41 Baking - Chapter 07 - Cord Baking And Multiple UV Sets
S10E42 Baking - Chapter 08 - Baking The Camera Lens
S10E43 3D Painting - Chapter 01 - 3D Painting Setup
S10E44 3D Painting - Chapter 02 - Painting A Vertical Gradient
S10E45 3D Painting - Chapter 04 - Worn Edges With Cavity Masking
S10E46 3D Painting - Chapter 05 - Baking All Layers Down To 1
S10E47 Importing and Exporting - Chapter 01 - Importing A TF2 Character
S10E48 Importing and Exporting - Chapter 02 - Rigging And Placing The Asset
S10E49 Importing and Exporting - Chapter 03 - LOD Creation
S10E50 Importing and Exporting - Chapter 04 - Exporting As OBJ
S10E51 Importing and Exporting - Chapter 05 - Importing Into Team Fortress 2

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