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翻訳の問題を報告
Basically, you'll want to start removing edgeloops (I discussed that in the video). You can select an edge of vertices (alt+right click) and remove the loop (delete > edgeloop) to start winding down on polys. For more complicated meshes, you can also remove hidden geometry (stuff that can't be seen because it's hidden by other faces).
As for your question, it's really hard for me to understand what you are asking... It seems like you are having a problem baking your model. Sometimes you can get weird black artifacts for several reasons:
1) Overlapping geometry (make sure there are no duplicate vertices) Select all the vertices in your model > press "w" > remove doubles
2) Flipped normals. Make sure your normals are facing the correct way > select all your vertices and click "recalculate" under the normals tab in the left panel.
I really suggest starting over. It's better to do it a second time once you understand the process. Start with a plan: what do you want to make? A fedora. How can I make it? Starting with a cylinder and slowly extruding. What is my polygon limit? 1400. How can I stay within that limit while ensuring that my hat keeps its quality? Focus on the silhouette and utilize smoothing groups (remember that smoothing in video games isn't done by adding more tris!).
http://i.imgur.com/3CKO1oI.jpg
I'm not sure what is happening. Maybe you could try using the source SDK to test your model? It obviously won't be in-game, but at least if it works in the SDK you know something is wrong with the itemtest map... If you need help setting up the SDK to view your model, use this guide on fixing the SDK: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=157717488
Could you give a link to download a screen capture video similar like fraps but freeware?