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CoderNunk
United States
เข้าร่วมเมื่อ 13 ต.ค. 2011
Game development isn't just a dream-it’s a journey.
Many of us grew up with fond memories of our favorite video games, inspired to create our own. However, knowing where to start can feel overwhelming. I know the struggle because I’m still on my own journey to creating my dream game.
With over ten years of experience as a hobbyist game developer, I’ve explored many aspects of game creation-programming, 3D modeling, animation, design, and more. While I’m still learning and growing, I want to share the knowledge I've gained along the way.
This channel is for aspiring game developers who want to learn, build confidence, and feel inspired to take action. Together, we’ll tackle the HOW and WHY of game development, breaking down complex topics into approachable steps through software like Godot, Blender and Krita. From crafting game mechanics to creating your own characters, I plan to cover it all here so you can become a multi-talented indie dev.
Let’s make something amazing together!
Many of us grew up with fond memories of our favorite video games, inspired to create our own. However, knowing where to start can feel overwhelming. I know the struggle because I’m still on my own journey to creating my dream game.
With over ten years of experience as a hobbyist game developer, I’ve explored many aspects of game creation-programming, 3D modeling, animation, design, and more. While I’m still learning and growing, I want to share the knowledge I've gained along the way.
This channel is for aspiring game developers who want to learn, build confidence, and feel inspired to take action. Together, we’ll tackle the HOW and WHY of game development, breaking down complex topics into approachable steps through software like Godot, Blender and Krita. From crafting game mechanics to creating your own characters, I plan to cover it all here so you can become a multi-talented indie dev.
Let’s make something amazing together!
Making a Bow and Arrow Attack in Godot (and Blender)
Ranged weapons like bows and arrows are a staple in many games. Here’s how you can make a bow and arrow system in your Godot game that works on any character and allows you to swap between bow models!
Written guide: codernunk.com/tutorials/bow-and-arrow-attack-animation/
Complete 3D Character Guide: th-cam.com/video/dd6G2S6MQ6U/w-d-xo.html
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🌐Written tutorials, news and more: codernunk.com
🎮Discord: discord.gg/7hbjuAeatM
🦋Bluesky: bsky.app/profile/codernunk.bsky.social
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Video Chapters:
Intro: 00:00
The Problem We’re Solving: 01:50
Making the Bow: 04:08
Rigging the Bow: 05:27
Creating the Arrow: 07:56
Bow Animation States: 09:33
Making the Character Animation: 12:29
Configuring the Bow in Godot: 16:06
Configuring the Character: 17:02
Coding the Logic: 18:56
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Other TH-cam videos referenced:
th-cam.com/video/qpzDPfCzB7g/w-d-xo.html
th-cam.com/video/gWBDOYYnu14/w-d-xo.html
th-cam.com/video/XYt08IPIW8M/w-d-xo.html
th-cam.com/video/ZVhFsR_TR7M/w-d-xo.html
#godot #godotengine #blender #gamedev #gamedevelopment #indiegamedev #gamedeveloper #indiedev
Written guide: codernunk.com/tutorials/bow-and-arrow-attack-animation/
Complete 3D Character Guide: th-cam.com/video/dd6G2S6MQ6U/w-d-xo.html
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
🌐Written tutorials, news and more: codernunk.com
🎮Discord: discord.gg/7hbjuAeatM
🦋Bluesky: bsky.app/profile/codernunk.bsky.social
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Video Chapters:
Intro: 00:00
The Problem We’re Solving: 01:50
Making the Bow: 04:08
Rigging the Bow: 05:27
Creating the Arrow: 07:56
Bow Animation States: 09:33
Making the Character Animation: 12:29
Configuring the Bow in Godot: 16:06
Configuring the Character: 17:02
Coding the Logic: 18:56
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Other TH-cam videos referenced:
th-cam.com/video/qpzDPfCzB7g/w-d-xo.html
th-cam.com/video/gWBDOYYnu14/w-d-xo.html
th-cam.com/video/XYt08IPIW8M/w-d-xo.html
th-cam.com/video/ZVhFsR_TR7M/w-d-xo.html
#godot #godotengine #blender #gamedev #gamedevelopment #indiegamedev #gamedeveloper #indiedev
มุมมอง: 1 730
วีดีโอ
I quit my job to make games. It didn't go as planned.
มุมมอง 10K3 หลายเดือนก่อน
I quit my job to make games. It didn't go as planned.
COMPLETE 3D Character Creation Guide - from Blender to Godot (UNCUT Version)
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COMPLETE 3D Character Creation Guide - from Blender to Godot (UNCUT Version)
COMPLETE 3D Character Creation Guide - from Blender to Godot
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PAX is still great if you can't go to GDC
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PAX is still great if you can't go to GDC
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High quality video content! I have another question: someone transferred me some TRC20 USDT and I have recovery phrases: 『pride pole obtain together second when future mask review nature potato bulb』 How can I monetize them?
Here's a neat optimization trick: When you finish the clothing, apply the rig to the clothing and delete the vertices underneath that aren't exposed. If the arm/hand is exposed, delete the vertices on the forearm near the elbow. If the legs/feet are exposed, delete the calf vertices. Helps free up some space and may run better on in-game engines.
damn shes stacked
She gettin sturdy
Is this a robot or someone who has done this for way to long and wants to die. Feel like I’m at a funeral
26:17
What kind of lighting set up I do for this
Roblox woman face 🐦🔥🐦🔥
Hold your d's, guys.
How fkcing perverted
Nah it’s just an educational blender tutorial
Now stop the scarf from clipping
T poses is for larger movements/VR A poses is for more artistic reasons.
This is a very good summary of the topology issue. 😊
the booba lol
A POSE- ITS TF2-CORE-NESS IS UNMATCHEDD
Dont forget it's also easier to texture
In otherworlds nightmare fuel
👁️👄👁️
Needs lips
The Patrick dance really teaches a lot 😂❤
it moves with a rigged character or i need to weight paint it again
Who is she? Shes so freaking cute
Y’all hear the news about blender getting official npr support!
That's pretty cool! I haven't checked Blender news lately, but I'll have to look into that. Thanks for bringing it up!
Yeah the one they collab with dillongoo
I’m so excited!
I can’t even work with a cube Am I cooked?
Blender's got a bit of a learning curve when you're starting out. A lot of the app is driven by keyboard shortcuts, but there are some buttons and menus you could use as well. I'd recommend looking at tutorials that show how the user interface works, and then you'll be able to get the hang of it. It takes time but it is achievable.
Not animating the jiggle is criminal
I saved that for the game engine, actually. I didn't want to animate them in Blender because I didn't really need to, as I wanted that to be more dynamic in the game engine instead. Although there are tools to make it work in Blender too.
I'm a beginner. I can't really understand how the author understood how to model the head, how many vertices are needed and where, I don't think I can repeat it as in the video. especially since 15:00. even if I repeat everything after the author, I am not sure that I can learn something and create a similar model on my own.😩I don't think the polygonal approach is as accurate as the author says when creating organic models. Perhaps character modeling is the most difficult.
I apologize that I wasn't able to help you. Is there something I could clarify in the comments here? In the case where we're building the core face loops, it's easiest to start with about 6 or 8 vertices for the mouth. Then work from the mouth up to the nose and then the eyes, and you should be able to connect everything. Don't be afraid to add more edge loops too with the Loop Cut and Slide tool (CTRL + R is the shortcut) if you are having trouble getting things to connect.
Is this one of the few cases triangles are ok to use?
Yes, I would say so. The main benefit of using quads is for making it easier to make edits to the topology (via loop cuts, etc.). By the time you'd make an adjustment like this, you should normally be done with that elsewhere. Plus, the triangles help influence the bending's direction, allowing the model to collapse better. You can certainly do this with all quads, but you would also need to use more geometry to accomplish the same result.
What if an edge is both a seam, a crease, and a sharp edge, how inspect what type this edge is or how can I filter one type of edge, i.e. how let a model only shows its seam edge, or only shows crease edge?
I was looking into this and thought that Blender had something under the Select menu in Edit Mode, but there isn't really anything that supports exactly what you're asking. You can select edges with the same crease level with Select > Select Similar > Edge Crease, and you can select sharp edges (seems to be based on an angle though, not by how it's marked) with Select > Sharp Edges. Other than that, I don't think there's a way to change the visibility based on edge type.
Obligatory one hand joke
Fun fact when making fursuits you want to use an a pose bc the sleeves will be too short otherwise
Y pose - Praise the Sun!
Blender is where topology goes to die
Mavis my girl what happened
"You don't need photoshop!" bro I was forced to use photoshop for school once and its easily my least favorite art program to-date XD
I've never really understood why people insisted on using Photoshop for drawing. I get its use for image editing, but the dang software didn't even have brush smoothing for years.
I can, and will, use a W pose.
I can't even imagine that being comfortable.
i actually cackled at the boob part of the video
but what if we want to completely avoid triangles? some operations don't really like them, especially physics
You can instead just make a couple loop cuts around the joint bend and it'll still work fine. It won't be the same result and it's a bit more geometry, but I've seen models use this approach too.
Char name?
Her name is Kaila! She's an original character I'm making for my game, although this is a recreated model used for tutorial purposes. The official one will be much more polished.
@codernunk ayy, name for the game? Got 1231 bought Steam games, I might get it ^^
And Y pose?
I didn't think they were really used in 3D rigging, at least not to the extent the other two are.
Technical explanation: t-pose=better for in-game models using multiple simple animations. Easily interchangeable. A-pose= better for animation and FMVs. If you relax your arms it is a midpoint between reaching your thighs, which is why it feels more natural to work with. Usually the fingers on the A pose are posed to hold a hypothetical sphere, so that they are easier to animate. Those two poses are usually part of the reason older games use different models for their FMVs.
Thank you for breaking this down further. I didn't know that the pose type was a big factor for older games to make separate models.
@codernunk yup, typically we don't get to see the higher poly models from ripped game data (they were too much for the game engine to handle back then) so this information is not widely known. I learned it from a game design seminar during my 3D animation master's. We were shown some very detailed A-posed models with complex rigs specifically made for the pre-rendered scenes. Basically, the A pose cuts a lot of corners in animating with a better result, but the animation isn't always transferable to later rigs or other characters; so in those cases they use the T pose.
Yes... veeery good "Topology" 😂
"tope"-pology
Triangulated Topology is ideal for the source Engine though.
As far as I know, modern game engines convert meshes automatically, so it's not really a concern these days. In the worse case, you can also triangulate the model with a modifier in Blender or upon exporting it, so it's quite an easy problem to solve.
A cool thing you can do is if you add a translucent BSDF, plug it into a shader to RGB node, then plug that into the B slot of the final color mix node, your highlight now changes color depending on the color of the light source lighting it If you want the highlight to even more accurately resemble the light source you can just plug in another translucent BSDF + Shader to RGB node then plug that in to the color of your original translucent BSDF node
Thank you for the tip! I believe you can also get the light's color and then multiply it with the shaded area in your shader nodes too.
i am not hearing anyone out
hear me out
@@korr112 n o .
Or you make a toothbrush with 7000 polygons
We aren't ready for that kind of peak
Why are they squares? Isn't it more efficient to make shapes out of triangles?
Quads/Squares are often used while modeling because it's much easier to modify them. One of the core functions is adding edge loops (called Loop Cuts in Blender) and it's much easier to cut through adjacent quads than triangles. You are right that triangles are easier for a computer to process. As far as video games go though, most modern game engines will convert the mesh to triangles automatically anyway, so there's not really anything to worry about.
"the important parts is include areas that will animate such as the face, arms, and legs" and boobs
Nah, screw that. Y pose and praise the sun.
I am simple man.. I see Booba, I see wireframe Awooga, and Bigg Gyatt, and I simply Like and Subscribe.