I think that these would be great to use as base toppers for miniatures. Or even just print out as individual tiles to add into other basing materials for a varied, damaged floors. Inspiring as usual.
Some great advice I saw for 3d print models: Turn on face orientation, then go in your theme and set the colors for face orientation such that the correct side is the normal greyish and the wrong side is red/pink. Then you never have to check, because it's always on and only alerting you when it's wrong. Very cool tutorial. I'm so glad I found this channel.
Definitely good advice. I do that as standard when modelling but don't when I record as it can make the model have some slight distortion/colouring on the edges so it doesn't look as clear. Also, instead of trying to match the colour for the outside faces you can just turn the alpha value down to 0 and it will be translucent so it matches your normal settings 😁👍🏻
@@darrennew8211 👍🏻 It's a good idea from Blender to have it that way as it allows the use of whatever preferred viewport settings with it over the top. It's a nice touch to an already great program.
Nice! Another thought is to do the tile deforming in the nodes, kinda “chipping” them. That way, you use less (those with large details), and those maybe 4 tiles are varied by noise and such into virtually infinite tiles!
Awesome! I have a GN setup I've been kicking around for creating brick walls procedurally using input fields for things like brick dimensions, grout line thickness, wall dimensions, etc. But what I REALLY want is for the user to be able to source the wall dimensions from a piece of geometry, like you've done here. Thanks for this! Great content, as always!
Oh, nice. To do that you might want to combine what I have done with using a bounding box (you can use those to measure size). I have a video on a geometry node setup to create a tiled roof that does basically that if you want to check it out.
@@ArtisansofVaul I will definitely check that out! I've been working on a similar project, but for modern, suburban houses. I have some tiling shingles for a roof line working, but it's a bit cumbersome, so I would definitely welcome a better solution. Geometry nodes are so freakin' cool...
I was interested from beginning to end, with no experience or knowledge of blender what so ever lmao. I'm gonna learn now though. Might end up making some tiles I've never seen before in a format that I like. I hope you have a beginner tutorial playlist or something lol
😁 That's great to hear that it's interesting regardless and that it's inspired you to try out some 3D modelling. I have a beginner tutorial on making a base that covers a lot (if not all) of the modelling elements you'd need here: th-cam.com/play/PLnqmLZKRm5CYlRZ6rjHT_eUKcJVC9FFhv.html&si=3pAuKaXP57qGYWBs
Perfect tutorial 👌 this has helped my workload massively as I have sevral dungeon concepts to build and a hero quest board to design. Only issue I'm having is I can seem to figure out why when I instance the tiles they do not seem to appear I'm playing around now to see if I can figure it out but I'm fairly sure I've followed along step by step haha😅
That's really difficult to help with without seeing the file. Possibly some of the tick box settings. If you have Instagram it may be worth finding me there so you can share the file?
@ArtisansofVaul I think I have finally figured it out for some reason after trying everything I made a new collection dropped the tile set into that and everything worked I did have to put the scale up to 1.80 for some reason as it scaled them down but managed to fix that easily. It was very strange as I think it was a collection issue. I'm not on Instagram only Facebook currently I may have to set one up though but I do now have tiles at 30mm x 30mm. I havnt seen one just yet on here but have you got any tips on creating cracks and damage without add ons?
@chuckysmith5255 I have one for stone but it will find objects that are complex hard and it only works on the edges. As much as some people hate addons here it's either a lot of time or an addon really.
@ArtisansofVaul yea I don't hate add ons I just don't have the money yet I've seen a couple I want that you have mentioned and if im honest I definitely need them it will same me so many extra hours in the long
@chuckysmith5255 if you're determined to do it without either booleans or sculpting is your best bet. Sculpting will add a lot of geometry though and booleans will work but would be quicker with Boxcutter/Hard Ops. That feels less bad to buy as you'll use it for SO MUCH else. If you can then one click damage and cracker are massive time savers. I've got videos of all of them if you're interested
I was fiddling with the Vector Rotate node (type Z axis) and got everything to rotate around randomly fine, but not sure how to manipulate the math to get intervals of 90 degrees... similarly, getting intervals of 60 degrees might lead to being able to hex tile. I just don't know the geometry nodes behavior well enough to get those consistent intervals.
Hi. I just came across your channel. Just really diving into Blender. Quick question on this video... If I wanted each corner tile and each outside tile to be a specific tile, can that be done before the boolean? I have tiles that have magnets in the top edges to attach walls, so I would want the ability to place them only on the outer tiles (sometimes) and in a specific rotation. Thank you!
So not by itself without some complicated maths. The easier way would be to program in a "wall" that's a boolean for the magnets so the corners get one on each side.
@Randavian I want to make one at some point to show how to make walls, it just hasn't come up as a project to video but at some point I'm sure it will. 👍🏻
I use to play quest a lot and hated the small tiles, it made it a pain to use anything bigger like minotaurs/etc using modern models. This seems like a good solution.
@@ArtisansofVaul ah, cool! Here's a hardmode question: how would you handle a hex grid like for Gloomhaven? A six sided circle would be a great start, and you could duplicate entire hex faces instead of extruding edges, but I'm stuck at how to line them up. Edit: well, I got a semi-functional solution. Snapping the hexes to vertices with the center will create the desired pattern for the instances, but it'll create a bunch of ugly coplanar hexes beneath it.
@namedjasonc That's tough. I'd guess that you'd need to use the same technique but have certain vertices (basically every other line in the square grid) have an offset that works with the size of the tiles. That would be used to replace the squares with the circles Probably using the modulo function to select that row. At least that's my first thought. But I think you might need to use a grid instead of the setup I've got here. Though maybe it would still work.
@namedjasonc With your method I think you'd need to make sure you joined the geometry and and merge vertices to clean the mesh a bit before the extrusion node.
@@ArtisansofVaul That works great; I set up a separate object as a hex grid using a pair of array modifiers on a 6 vertex circle (with an extra vertex in the middle), then used snapping to put my plane faces onto those vertices as needed to create whatever shape I wanted.
An excellent video to go watch now is user aVersionOfReality tutorial 'Random Modular Textures in Blender'. Its something similar to this tut but using shading to create tiles with random 'icons' from a sheet with random edging from another sheet. Imagine the 3D tiles above getting random texture wear patterns and getting random dirt along edges. And its set up so you can do mapping to 2 + tiles or 6*4... This could also be used to place height/bump maps. Its annoying when you do not see amazing videos until a year after they come out....
@@ArtisansofVaul 'Only' for on screen... Which is why I added that you could do height or displacement to double down on the randomization. The height/displacement can be applied so it becomes real, printable mesh. I know you are printing focused, but I for one do not actually own a 3d printer. I think other viewers are the same and are here for the generic learning - many making games would want to use a system like yours. I think combining random things is always going to add to the final result. I was also thinking when I watched your video that the GeoNodes setup that makes multi level localized subdivision (Recursive Subdiv ??) would also tie in well with this kind of setup. Thats the true power of node based systems.... Rather than pre making 10 or so tiles, you could use the auto texturing setup to mix variants of center and edge wear and make dozens of variants..... with the subdivision automatically added where the height map effect is. And dont forget - that texture setup can most likely be transferred over to GN easily. Its just mixing two random arrays together. The source can be mesh chunks rather than textures. Lol - sorry, waffling on a bit... excessive excitement about how it just gets easier. So different from when I started 20+ years ago. I can remember doing an entire medieval hall with scripting... Madness.
Thanks for watching and taking the time to comment. The Geometry node possibilities with Blender are really starting to set it apart in my eyes, you can do such amazing things so efficiciently once it's set up!
I was trying to do this, using your system above but I didnt get to do it. I like how it really simulates a mosaic, but I was rying to get an image onto it like this: m.media-amazon.com/images/I/91CioWMY-YL.jpg
Oh interesting idea. Just to check, the end goal was that all the individual tiles would become the mosaic? Or that each of the tiles has a mosaic on and you can put them together to make a really detailed design?
My guy, you make some of the best tutorials out there
Thanks so much 😁
I think that these would be great to use as base toppers for miniatures. Or even just print out as individual tiles to add into other basing materials for a varied, damaged floors. Inspiring as usual.
Definitely and thanks 😁
Solid tutorial. Easy to understand and shows the potential of geometry nodes in Blender.
Thanks so much.
Some great advice I saw for 3d print models: Turn on face orientation, then go in your theme and set the colors for face orientation such that the correct side is the normal greyish and the wrong side is red/pink. Then you never have to check, because it's always on and only alerting you when it's wrong. Very cool tutorial. I'm so glad I found this channel.
Definitely good advice. I do that as standard when modelling but don't when I record as it can make the model have some slight distortion/colouring on the edges so it doesn't look as clear. Also, instead of trying to match the colour for the outside faces you can just turn the alpha value down to 0 and it will be translucent so it matches your normal settings 😁👍🏻
@@ArtisansofVaul Ha! I didn't realize that the face orientation was an actual overlay and not the entire color. Very cool.
@@darrennew8211 👍🏻 It's a good idea from Blender to have it that way as it allows the use of whatever preferred viewport settings with it over the top. It's a nice touch to an already great program.
Greetings! Obvious These are the best Blender Tutorials of All!
😁 Thanks so much 👌🏼
Nice! Another thought is to do the tile deforming in the nodes, kinda “chipping” them. That way, you use less (those with large details), and those maybe 4 tiles are varied by noise and such into virtually infinite tiles!
I thought about that as a choice and it would work. But it would slow down everything quite a bit because if the computing time ai think.
Awesome! I have a GN setup I've been kicking around for creating brick walls procedurally using input fields for things like brick dimensions, grout line thickness, wall dimensions, etc. But what I REALLY want is for the user to be able to source the wall dimensions from a piece of geometry, like you've done here.
Thanks for this! Great content, as always!
Oh, nice. To do that you might want to combine what I have done with using a bounding box (you can use those to measure size). I have a video on a geometry node setup to create a tiled roof that does basically that if you want to check it out.
@@ArtisansofVaul I will definitely check that out! I've been working on a similar project, but for modern, suburban houses. I have some tiling shingles for a roof line working, but it's a bit cumbersome, so I would definitely welcome a better solution.
Geometry nodes are so freakin' cool...
@@johnlynnbeck They REALLY are!
I was interested from beginning to end, with no experience or knowledge of blender what so ever lmao.
I'm gonna learn now though. Might end up making some tiles I've never seen before in a format that I like.
I hope you have a beginner tutorial playlist or something lol
😁 That's great to hear that it's interesting regardless and that it's inspired you to try out some 3D modelling.
I have a beginner tutorial on making a base that covers a lot (if not all) of the modelling elements you'd need here: th-cam.com/play/PLnqmLZKRm5CYlRZ6rjHT_eUKcJVC9FFhv.html&si=3pAuKaXP57qGYWBs
Very cool tutorial! Thank you for this!
No problem 😁👌
outstanding tutorial again. loved it and what a cool idea.
Thanks a lot 😁
Can u please do tutorial showing how to do Walls as well? Great tutorial
Now that's an interesting idea. There would need to be a way to select outside edges... I'll have to have a look into that.
@@ArtisansofVaul be great for proper dungeon, vaults, walls, insets 🙂
@@ArtisansofVaul Edges with only one neighbouring face are outside edges - Pretty sure you get the neighboring faces count in the Mesh sub-menu
One of the math node options is Degrees to Radians (or Radians to Degrees) :D
Ah, if it's hidden in the maths node that might be why it didn't come up when I searched. Thanks SO much! 👍🏻
Thanks so much, great and informative video as usual! Ps do one for walls and doors!
I'm thinking about how to do one with walls, I think it would be really cool.
@@ArtisansofVaul THAT WOULD BE EXCELLENT!
Perfect tutorial 👌 this has helped my workload massively as I have sevral dungeon concepts to build and a hero quest board to design. Only issue I'm having is I can seem to figure out why when I instance the tiles they do not seem to appear I'm playing around now to see if I can figure it out but I'm fairly sure I've followed along step by step haha😅
That's really difficult to help with without seeing the file. Possibly some of the tick box settings. If you have Instagram it may be worth finding me there so you can share the file?
@ArtisansofVaul I think I have finally figured it out for some reason after trying everything I made a new collection dropped the tile set into that and everything worked I did have to put the scale up to 1.80 for some reason as it scaled them down but managed to fix that easily. It was very strange as I think it was a collection issue. I'm not on Instagram only Facebook currently I may have to set one up though but I do now have tiles at 30mm x 30mm. I havnt seen one just yet on here but have you got any tips on creating cracks and damage without add ons?
@chuckysmith5255 I have one for stone but it will find objects that are complex hard and it only works on the edges. As much as some people hate addons here it's either a lot of time or an addon really.
@ArtisansofVaul yea I don't hate add ons I just don't have the money yet I've seen a couple I want that you have mentioned and if im honest I definitely need them it will same me so many extra hours in the long
@chuckysmith5255 if you're determined to do it without either booleans or sculpting is your best bet. Sculpting will add a lot of geometry though and booleans will work but would be quicker with Boxcutter/Hard Ops. That feels less bad to buy as you'll use it for SO MUCH else. If you can then one click damage and cracker are massive time savers. I've got videos of all of them if you're interested
I was fiddling with the Vector Rotate node (type Z axis) and got everything to rotate around randomly fine, but not sure how to manipulate the math to get intervals of 90 degrees... similarly, getting intervals of 60 degrees might lead to being able to hex tile. I just don't know the geometry nodes behavior well enough to get those consistent intervals.
I imagine you would just use a multiplication node as I did. Though for 60 degrees you'd have the random values from 0 to 5.
Hi. I just came across your channel. Just really diving into Blender. Quick question on this video... If I wanted each corner tile and each outside tile to be a specific tile, can that be done before the boolean? I have tiles that have magnets in the top edges to attach walls, so I would want the ability to place them only on the outer tiles (sometimes) and in a specific rotation. Thank you!
So not by itself without some complicated maths. The easier way would be to program in a "wall" that's a boolean for the magnets so the corners get one on each side.
That is an interesting concept. Any chance that you might make a video example? Thanks for your reply.@@ArtisansofVaul
@Randavian I want to make one at some point to show how to make walls, it just hasn't come up as a project to video but at some point I'm sure it will. 👍🏻
Whenever I try and add the Equal Node at 14:01, Blender crashed. Anybody having the same issue or knows how I can fix it?
I've never had that so I can't help I'm afraid.... Hopefully someone has seen this and can though.
This geometry node setup is brilliant, thanks for sharing! I've gotta ask though, which game uses 40 mm square tiles?
I use to play quest a lot and hated the small tiles, it made it a pain to use anything bigger like minotaurs/etc using modern models. This seems like a good solution.
@@ArtisansofVaul ah, cool! Here's a hardmode question: how would you handle a hex grid like for Gloomhaven? A six sided circle would be a great start, and you could duplicate entire hex faces instead of extruding edges, but I'm stuck at how to line them up.
Edit: well, I got a semi-functional solution. Snapping the hexes to vertices with the center will create the desired pattern for the instances, but it'll create a bunch of ugly coplanar hexes beneath it.
@namedjasonc That's tough. I'd guess that you'd need to use the same technique but have certain vertices (basically every other line in the square grid) have an offset that works with the size of the tiles. That would be used to replace the squares with the circles Probably using the modulo function to select that row. At least that's my first thought. But I think you might need to use a grid instead of the setup I've got here. Though maybe it would still work.
@namedjasonc With your method I think you'd need to make sure you joined the geometry and and merge vertices to clean the mesh a bit before the extrusion node.
@@ArtisansofVaul That works great; I set up a separate object as a hex grid using a pair of array modifiers on a 6 vertex circle (with an extra vertex in the middle), then used snapping to put my plane faces onto those vertices as needed to create whatever shape I wanted.
My brain is fried can any one help with my issue the tiles will not go onto the bigger tile I can't seem to figure it out
👍🏻 I replied to your other comment. Hopefully I can help you out.
An excellent video to go watch now is user aVersionOfReality tutorial 'Random Modular Textures in Blender'.
Its something similar to this tut but using shading to create tiles with random 'icons' from a sheet with random edging from another sheet.
Imagine the 3D tiles above getting random texture wear patterns and getting random dirt along edges. And its set up so you can do mapping to 2 + tiles or 6*4...
This could also be used to place height/bump maps.
Its annoying when you do not see amazing videos until a year after they come out....
I'll check that out. But being textures are these only for rendering or would they create a real 3D printable texture?
@@ArtisansofVaul 'Only' for on screen... Which is why I added that you could do height or displacement to double down on the randomization. The height/displacement can be applied so it becomes real, printable mesh.
I know you are printing focused, but I for one do not actually own a 3d printer. I think other viewers are the same and are here for the generic learning - many making games would want to use a system like yours. I think combining random things is always going to add to the final result. I was also thinking when I watched your video that the GeoNodes setup that makes multi level localized subdivision (Recursive Subdiv ??) would also tie in well with this kind of setup.
Thats the true power of node based systems.... Rather than pre making 10 or so tiles, you could use the auto texturing setup to mix variants of center and edge wear and make dozens of variants..... with the subdivision automatically added where the height map effect is.
And dont forget - that texture setup can most likely be transferred over to GN easily. Its just mixing two random arrays together. The source can be mesh chunks rather than textures.
Lol - sorry, waffling on a bit... excessive excitement about how it just gets easier. So different from when I started 20+ years ago. I can remember doing an entire medieval hall with scripting... Madness.
wow, didn't know this was possible. thank you
Thanks for watching and taking the time to comment. The Geometry node possibilities with Blender are really starting to set it apart in my eyes, you can do such amazing things so efficiciently once it's set up!
I was trying to do this, using your system above but I didnt get to do it. I like how it really simulates a mosaic, but I was rying to get an image onto it like this: m.media-amazon.com/images/I/91CioWMY-YL.jpg
Oh interesting idea. Just to check, the end goal was that all the individual tiles would become the mosaic? Or that each of the tiles has a mosaic on and you can put them together to make a really detailed design?
@@ArtisansofVaul all individual tiles together as a square plane form a mosaic just like the picture on the link
@@wgalloPT The issue with the pic on the link is that some of the tiles are aligned at odd angles. So I don't think it would work.
@@ArtisansofVaul Oh i see what you mean...but i thought a random node would accomplish the same effect, which it would not be bad at all....
@@wgalloPT I think you could for the rotation, but I think it will create a lot of overlapping points.