Make Terrain Easily for Games Part 1-A : Blender / Godot Tutorial - From Scratch

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  • @Te3time
    @Te3time หลายเดือนก่อน

    Dude thank you so much this video is so underrated!! I literally wanted to do the same thing but didnt know about dynamic topology and couldnt figure out why sculpting on top of the plane didnt work so I ended up subdividing and it became super messy like you said! So glad I found this video

  • @dyland7350
    @dyland7350 6 หลายเดือนก่อน +1

    This is a great tutorial for the Halo 3 Editing Kit since I believe Terrain Shaders are handled in the same way you set up your textures, and also since it's focused on lower poly.

  • @michaeljburt
    @michaeljburt 10 หลายเดือนก่อน +3

    So cool.. I basically came to the same conclusion myself a few weeks ago! Wasn't happy with some of the tools to make terrains in Godot and just used Blender. I came up with a nearly identical approach. I just used a black and white mask which is less efficient, so next time I will try to make use of RGBA channels to paint on some different layers.

    • @nanotechgamedev
      @nanotechgamedev  10 หลายเดือนก่อน +2

      You are going to see yet another way of doing it, the latest videos I talked about sectioning parts of the map so we can make collision detections with a distance based algorithms instead of physics, that allows us to make a terrain that is splitted throught a grid, which allows for LOD calculations to optmize your world if it is big, the way presented on this video is ideal to create small chunks of terrain parts like cave sets or cliff meshs you can nest and mix for a first person or third person game, so stay tuned for a new tutorial about that soon,

    • @michaeljburt
      @michaeljburt 10 หลายเดือนก่อน

      @@nanotechgamedev can't wait! I also have a node that calculates the distance from the player to the center of each multimesh to reduce the visual instance count. I tried manual occlusion culling but it caused screen flicker for me.
      Great work!

  • @channel11-n
    @channel11-n 7 หลายเดือนก่อน +1

    This was exactly what i was trying to figure out. thank you so much!

  • @user-xsn5ozskwg
    @user-xsn5ozskwg 4 หลายเดือนก่อน

    Wonderful tutorial, very useful!

  • @oscarraido865
    @oscarraido865 10 หลายเดือนก่อน

    I love it, I needed some time to understand everything, thank's a lot

  • @TheEshanDas
    @TheEshanDas ปีที่แล้ว +2

    Boss, your channel is a treasure trove for an absolute beginner like me. would it be possible for you to make a tutorial for procedurally generating Age of Empire type terrain/map? I have been playing around with noises but am unable to grasp how to generate different aspects of a terrain like rivers, plains, forests etc. all i am able to generate is mountains and flat plains (by turning all height values to 0 where the value is less than zero). plus it takes a hell lot of time to generate :(

  • @Maanjiro_g
    @Maanjiro_g 5 หลายเดือนก่อน +2

    i don’t understand this a lot but had a question, what if i wanted to use 20 different textures? is it possible to do so? if yes, how?

    • @nanotechgamedev
      @nanotechgamedev  5 หลายเดือนก่อน

      We have 4 colors per material, so 4 different terrain images mixed together with a smaller colored image to work as a masker/mixer between all of them, so the colored texture can mix 4 textures this way: BLACKNESS, RED CHANNEL, GREEN CHANNEL and BLUE CHANNEL, this per material per mesh in order to be perfomant enough.
      You can then have 4 different terrain images mixed together per material in a mesh, but you can create as many materials as you want with this shader structure, If you wanted lots of textures like 20, because terrain is often split in various rectagles areas, plan your world so you apply different materials that can create a "fake" blending of more than 4 textures. This workflow of course is using the shader I built, notice that many games don't mix a lot of different textures per mesh because of many limitations with shader workflows, unless you develope more advanced shaders like with indexes instead of splatting maps, but that's out of scope with this shader and they are very hard to be perfomant,
      Want 20 different textures with my workflow? Split your mesh into 5 different pieces, each one you apply a different material, each material can hold 4 different textures, 4 * 5 = 20 different textures. :D

  • @ritianwang5486
    @ritianwang5486 ปีที่แล้ว

    good ,I'm learning

  • @pipulese1775
    @pipulese1775 9 หลายเดือนก่อน

    What game is playing at 1:30 ? looks cool

    • @nanotechgamedev
      @nanotechgamedev  9 หลายเดือนก่อน

      That is Dragons Dogma, was playing it on pc from steam,

  • @flinfaraday1821
    @flinfaraday1821 4 หลายเดือนก่อน

    what is the weighted normals for?

    • @nanotechgamedev
      @nanotechgamedev  4 หลายเดือนก่อน +1

      Weighted normals is almost like a auto-smooth for normals, but it's different because it takes into account the 3D shape with all vertex, weighting the smoothness based on the mesh, so it smooths based on the mesh in different ways to make the final model look smoother respecting it's topology,
      You can quickly test this by taking a complex mesh like a face 3D model, like suzanne! Making it smooth with Ctrl+F in edit mode, and apply this modifier, you can then toggle it on and off to see how the results are different around the eyes and some other parts, on some models it looks better and in others it fixes errors due to mesh complexity with automatic smooth,
      Once the modifier is applied it stores this smooth information from weighted normals inside the mesh Data(triangle icon), under Geometry Data, you can see there will be a button to "Clear Custom Split Normals Data" if you want to remove it after being applied,
      imgur.com/a/CTtKM87
      When you have weird smoothing shading on faces, usually it's worth to try this modifier to see if it fixes it, I believe in the video context I was trying to see bad shading on the terrain,

    • @flinfaraday1821
      @flinfaraday1821 4 หลายเดือนก่อน

      @@nanotechgamedev thanks a lot.

  • @KineticProduction
    @KineticProduction ปีที่แล้ว

    Is there any way to create mesh terrain for mobile ??