Thanks for watching guys! Hope you learned a ton. ► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game ► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop ► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook ► Learn how to become a full time game dev, free: www.fulltimegamedev.com/opt-in-how-to-make-six-figures ► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit ► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/ ► Learn how to make money as a TH-camr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
Step one Learn Thomas's course for 6 months until your a competent artist, Step two Find a Filipè of your own Step three Spend two years working together with plenty of communication regularly to ascertain a perfect workflow between one another, Step four Come back and watch this video and apply your education Hahahahhaa Jokes aside There's lots of ways to do this I love your showing more in depth back of house stuff I'd love to listen in to a conversation between you and your team It would be educational to see how a managing director delegate's and also has rapport It seems to me your involved with your team on a friendly basis as well as being their employer. I like that It's the way i think ALL business should be conducted. Win win for everyone involved and your staff feel valued instead of used I'd listen to a podcast style or sit through an hours video mate Thanks 🙏
Video presentation is Insane! Almost Netflix quality if not better. Can't wait to play Twisted Tower. Feels like it is in my wishlist since forever haha.
This video is super professional and I love it. I didn't know about the vertex snap so It's something that I have to take into my workflow now. Thank you!
very cool! i like this format that's kind of a combination tutorial and devlog, because a lot of tutorials won't show application outside the usage within the tutorial, and then a lot of devlogs won't really say things like "this is how i made this"
why should anyone tell how they did things ? its not a mandatory thing to do no? game devs is all about tackling your problems , other people's solutions most likely wont fit you as you cant possibly think the same way as that said person does
Hey, so great to see new tutorials for PB! Hard to believe we started it 10 years ago :P Great video, thanks for sharing, and I'd love to chat sometime if you like! Might have some new features/enhancements in the future, would be great to see how they change things for you!
Great tutorial! I can vouch for his 2D art program, I used it to help me learn the art for my game. Even my profile pic was made following his tutorials!
Thanks for the nice video! Could you elaborate on the grid system for probuilder, how do you instruct it to split your meshes according to a grid? Or do you extrude each part individually?
Hi Thomas, twisted tower it’s looking sick I can’t wait to play the game, I’m also a game dev part time and I need a tip. How you measure the height of a character relative to the level, I’m bagging my head on the wall figuring that 😂
You are an experienced game creator, so I have a noob question I am trying to get my head around to understand and hope you all can support. I keep seeing speed level design/scene design being made in Blender/Maya etc online and also in game engines. When it is in game engines, they basically put all assets and place them in the scene. The assets are all made in the 3d engine and imported in. I know how to do all this and have assets and going to move to a 3d game engine soon however my question is this… Why dont i just make my level/scene fully in blender and then export it fully over to the game engine? Blender can hold large scenes in blender anyway and i see that you can export a level from a game engine to blender in full anyway (example is synty studio maps). Why are designers creating the assets in a 3d model programme and then modular them, only to export them all and put them back in a game engine. Isnt that wasting time? Why not just create it all in the 3d programme then export it all to the game engine to then move onto the next steps that the game engine does. I am trying to get the answer and cant seem to find it online and just see speed level videos in both the 3d programme and the game engine, but the game engine they import the assets. I hope this question makes sense? Second question what takes more memory…a Brush made in the game engine, example a floor tile or a brush made in the 3d engine as example a floor tile. I am trying to save on work flow and be good to know if i make the floor/walls in the 3d engine or the 3d programme and what is better optimisation.
Hi Bor i am a 3D artist myself i worked in unity and unreal both. Love to create game assets like your vodeo. I want to work with you as well. Can you give a reply? Thanks.
Thanks for watching guys! Hope you learned a ton.
► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game
► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop
► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook
► Learn how to become a full time game dev, free: www.fulltimegamedev.com/opt-in-how-to-make-six-figures
► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit
► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/
► Learn how to make money as a TH-camr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
Step one
Learn Thomas's course for 6 months until your a competent artist,
Step two
Find a Filipè of your own
Step three
Spend two years working together with plenty of communication regularly to ascertain a perfect workflow between one another,
Step four
Come back and watch this video and apply your education
Hahahahhaa
Jokes aside
There's lots of ways to do this
I love your showing more in depth back of house stuff
I'd love to listen in to a conversation between you and your team
It would be educational to see how a managing director delegate's and also has rapport
It seems to me your involved with your team on a friendly basis as well as being their employer.
I like that
It's the way i think ALL business should be conducted.
Win win for everyone involved and your staff feel valued instead of used
I'd listen to a podcast style or sit through an hours video mate
Thanks 🙏
Thank you, Thomas brush I am only 12 years old hi I would love you to make more horses
Course
You need a light cookie for the flashlight bro.
How you guys fix performance issue
So the answer to the question in the title is to call our hombre Felipe
I think so😂
Right.
It's the moral of the story 😂
My Felipe is Fidencio.
This is probably the most pristine and aesthetic devlog that I have ever seen. 👏
im gonna have to agree with you there. was tight
Video presentation is Insane! Almost Netflix quality if not better.
Can't wait to play Twisted Tower. Feels like it is in my wishlist since forever haha.
This video is super professional and I love it. I didn't know about the vertex snap so It's something that I have to take into my workflow now. Thank you!
HEY! really loved how this was shot, i miss these type of videos from your channel!
Would be interesting to see the probuilder block out process
very cool! i like this format that's kind of a combination tutorial and devlog, because a lot of tutorials won't show application outside the usage within the tutorial, and then a lot of devlogs won't really say things like "this is how i made this"
why should anyone tell how they did things ? its not a mandatory thing to do no? game devs is all about tackling your problems , other people's solutions most likely wont fit you as you cant possibly think the same way as that said person does
Would love more on the blockout process 👍
I could listen to Felipe forever haha
This is right on time when my next step for my game is building a level! My first tine doing so!
I love how you did this video especially the music. I really can't wait for this game to come out.
Do you edit your own videos? They are so well shot and edited that it feels like a documentary!
😁Bro is fr flexing his new setup, happy for you
Hi Thomas. I love the video format and that you have shared this process of blocking out and building levels in probuilder.
Hey, so great to see new tutorials for PB! Hard to believe we started it 10 years ago :P Great video, thanks for sharing, and I'd love to chat sometime if you like! Might have some new features/enhancements in the future, would be great to see how they change things for you!
Double Door Fridge ah classic lovely kitchen and even better outside porch if i am saying that right? Looks so cozy and warm
Perhaps Felipe should have done this video. Does he have a youtube channel?
Its been a while. Thank you for this Thomas.
Thomas! If you sold the // sweater in black, I'd buy it in a heartbeat.
Great tutorial! I can vouch for his 2D art program, I used it to help me learn the art for my game. Even my profile pic was made following his tutorials!
I was wondering this few hours ago and then this pops up XD
Thanks for the nice video! Could you elaborate on the grid system for probuilder, how do you instruct it to split your meshes according to a grid? Or do you extrude each part individually?
Nice job! Still needs some work on the lighting section; what's your idea?
Hey Thomas,been a while thanks for all the advice you give!
This was a great video. Thanks for sharing. What render method do you use and how are you writing your shaders? URP or standard renderer?
Hi Thomas, twisted tower it’s looking sick I can’t wait to play the game, I’m also a game dev part time and I need a tip. How you measure the height of a character relative to the level, I’m bagging my head on the wall figuring that 😂
You are an experienced game creator, so I have a noob question I am trying to get my head around to understand and hope you all can support.
I keep seeing speed level design/scene design being made in Blender/Maya etc online and also in game engines.
When it is in game engines, they basically put all assets and place them in the scene. The assets are all made in the 3d engine and imported in. I know how to do all this and have assets and going to move to a 3d game engine soon however my question is this…
Why dont i just make my level/scene fully in blender and then export it fully over to the game engine? Blender can hold large scenes in blender anyway and i see that you can export a level from a game engine to blender in full anyway (example is synty studio maps).
Why are designers creating the assets in a 3d model programme and then modular them, only to export them all and put them back in a game engine. Isnt that wasting time? Why not just create it all in the 3d programme then export it all to the game engine to then move onto the next steps that the game engine does.
I am trying to get the answer and cant seem to find it online and just see speed level videos in both the 3d programme and the game engine, but the game engine they import the assets.
I hope this question makes sense?
Second question what takes more memory…a Brush made in the game engine, example a floor tile or a brush made in the 3d engine as example a floor tile. I am trying to save on work flow and be good to know if i make the floor/walls in the 3d engine or the 3d programme and what is better optimisation.
Love this new format!
Bro you didn't actually teach anything here you just showed off your house lol.
Exactly my thoughts... And its only "FAST" because he fast-forwarded a lot of the creation process in Unity.
Damn, your 3D bro's voice is heavy af.
That was quite insightful!
Man that looks great!
Great process
Very nice! Love the new vibe! 😍
This is actually an interesting video
Hi Bor i am a 3D artist myself i worked in unity and unreal both. Love to create game assets like your vodeo. I want to work with you as well. Can you give a reply? Thanks.
Does Felipe have a Channel?
Didnt go over noramls in photoshop?
Any reason you have 'Timeline' enabled for photoshop?
New Video yay
bro try out Substance Painter 3D :)
Dang bro how many keyboards do u go threw in a week with arms like that
house tour
First
wauuu firsttttttt
First?
So, to build levels fast I need to be a specialist in level building? Who would guess.