Blender 2.58/2.59 Fedora Hat Modeling Tutorial


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3rd revision of my Blender Fedora Hat modeling tutorial on Blender 2.58

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43 responses to “Blender 2.58/2.59 Fedora Hat Modeling Tutorial”

  1. Blender 2.76b doesn't have the knife midpoints option. The 2 it does offer are greyed out. Did search for KNIFE and also MIDPOINTS but found nothing under PREFERENCES. Adjusted Verts manually.

  2. I'm using Blender 2.76b. I follow your tutorial up to the point of bisecting the 8-sided cylinder. At that point, my view has no interior wedges and when I delete, it removes not only the left faces but also the top and bottom face. Is there a missing step or setting that has changed with this later version?

  3. This is one of the best presented tutorials on Blender that I've seen.  You explain it clearly and slowly.  I love the large green mouse/keystrokes display.  I will be watching your other videos as well.  I wish others who make Blender tutorials were as clear to understand for we new people.  😉

  4. Hmmm I am unable to reproduce the checkboxes you mentioned, could you describe exactly what you did? Around which point of the video did you get stuck, and can you tell me what are the keys you pressed.

  5. Hi MsJalvlie, are you using the latest version of Blender? Due to the ever changing and upgrades of Blender, sometimes the tools function may change a bit. Try downloading version 2.68a and try again. The latest Knife tools are very powerful. Select your mesh object, Press Tab key to go to edit mode, press K and click on the edges to start cutting. When you press K to activate knife tool, the options will be displayed at the tools menu below.

  6. I can't do knife cut midpoint, cause when I press K and finish the cut, I get the Knife Topology tool which gives me two greyed out checkboxes called Occlude Geometry and Only selected. So I have no idea what to do here…

  7. when I make the cylinder, and I do tab and z and a, it doesn't come up with the faces or the top and bottom, so when I select it, and I delete faces, nothing happens. (im new with blender so telling me would really help me out

  8. It really depends, for closeups of your game characters in cut scenes, you want a higher subdivision count, however during game play, you may want to create several versions, from high to low. High when the object is near the camera and low when it is far away. Some game engines support dynamic Level Of Detail (LOD) changes based on distance from the camera (gamer's point of view)

  9. But to use it in a game I'd have to apply all the modifiers and that would mean a really high polygon count, right? Or is the result a normal number of polygons for game objects?

  10. Oh no, you can definitely use it for games, just that you need to control the amount of subdivision levels. You don't want the hat to have too many polygons until it is too heavy for the game engine to handle, at the same time you don't want it to be too low to look like graphics from the 1st gen Sega Virtua Fighter era.

  11. I love how detailed your explanations are, very good. But I have a question: by the end you mention how it can't be used for a game because of all the modifiers. The mirror can be solved by applying it, and it sounds like you were going to give a solution for the other modifiers. If I tried to put this in a game what would happen?

  12. I see, you have an extra edge loop sitting on top of each other on the base. Switch to edge selection mode "Ctrl + Tab" and select edge, then ALT+ Right Click to select the edge loop. Press X and select delete Edge Loop.

  13. I don't think that's answering my question, Here is my problem in picture form: i.imgur DOT com/0tbcW.jpg where the rim and the top meet, it doesn't curve into each other as yours did when you did the subdivision modifier. It just stays flat.

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