Didn't Felipe do an awesome job? Way to go dude! ► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game ► 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 ► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop ► 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
nice fast paced tutorial, except you forget to mention how to do some things like importing the model from blender to unity which is what I came for so ill keep looking
I think most engines you can export at fbx then import into engine as fbx. Thomas teaches import as a straight blend file. I use unreal but there may be a plug-in for that.
This is so freaking amazing! Exactly the kind of style I want for one of my games too! And should allow me to make assets for another as well! So flipping awesome!!!
I've been doing 3D modeling for quite some time as a hobby, and more often than not I've done a custom texture for each of my models. I love the cartoony styling of the kind used in World of Warcraft and similar games and that has always been the vector of my learning curve - to create cool stylized models. I recently came across a special program that allows you to export models from WoW. Just thought I'd use it for self-study, analyze how they make models in a big company, etc. And what was my surprise that 90% of all models use this technique for texturing objects. It was a big surprise to me, as I used to think that nowadays most of the developers make super complex textures with Substance Painter/Designer, do complex baking AO maps, normals, roughness etc. (Of course to improve the effect of trim sheets can add additional normals and so on :D) But even pure albedo map can give such a cool result. So now I started to appreciate such textures a lot more because they have just incredible variability and creative process. By the way, for blender is a good addon DeepBum, which allows you to make maps of heights and normals based only on the color map. Very useful if you have such a trim sheet but want to add more depth to your textures without sculpting and baking detail from high-poly models. And especially considering the current development of AI for generating pictures, many of them already have a tile image generation feature, which expands the potential for creativity even more.
This is an awesome tut. for learning concepts AND workflow. I honestly love that you integrated so much of what others post as separate 30+minute videos into a short demonstration of work.
The downside is the lack of blender packages that feature this sort of stylized material that includes files easily added into blender... I can do this with just the rocks from the free package, but it's not as satisfying
Also a good thing about using this technique at least in level design is that it saves loads of CPU power and your game will run at a pretty solid 60 Frames per second instead of having lag.i found this out the hard way when I added too many textures to my levels.having too many textures hits tje performance real bad so this is an excellent way to save on cpu usage and to have a smooth running game throughout the entire experience 🙌🏼✅😌😁❤️🙂
You could have use light probes to make your character have a more accurate lighting because the entire scene was blue but the character was receiving yellow lighting, probably from the skybox that i guess you didn't change. Reflection probes could help too with the yellow reflections on some places. Other than that, great video! was fun to watch!
I've been experimenting to figure out an art pipeline for another game engine. I discovered that Blender has box mapping which will let you map a material to a surface in a manner like Hammer Editor without having to manually mess with UV mapping.
what would be the parameters to find and collect/create new "master textures" like this, that can be applied to many objects in the scene? thanks again for sharing your workflow
Quick question, how did you go about designating collision meshes for the different pieces? I noticed I saw a small ramp show up briefly on the stairs... what's that process like? Seems like it's skipped in the video...
You are right, thanks for bringing that up! However, historically I have run into some issues in the past with that approach, especially if you are working with a custom shader. Since most of these constructions are very low poly already, I feel that it's usually safer to add a few more faces, especially if it's affordable.
Would this way of working also work well if there are normal, roughness, metal texture maps? I wonder specifically about normal maps if they would have abrupt edges or weird shading because of picking apart the map. Would people create their pieces, with the diffuse and other maps, then bake those building blocks to have their own normal maps if they wanted the edges to be beveled?
the yellow circle to the left of the box for "base color" in the material assigned to the object opens a dropdown, and you need to select "image" instead of the default "color", then you have options to select what image texture to use as the base for the material.
So question, would just placing the pillars down on the map like that effect lighting quality, either for real time lighting or baked? I would think that having the pillars disconnected from the ground part of the mesh would cause light to leak under them and it would look bad though then again maybe that's just because I've been using godot which has been pretty bad when it comes to lighting in the past though the newer lightmapper that was added a few versions back is a big improvement. I was just wondering how mesh topology might effect that sort of stuff
Hi James, personally I don't know the Godot engine, but I haven't had any visible issues in the past utilizing this method (from the video). Every rendering platform will have its own set of unique challenges and settings you will need to tweak to achieve the desired look, so what's said here may not work for everything, but it has for the ones I've personally used before such as Unity and Unreal Engine. Cheers :)
Thank you! It would indeed, but unfortunately the textures I used from this package didn't come with normal maps :( I hope you can still see how we can leverage the same textures to make different environment assets by just unwrapping things differently. Cheers!
And selecting shade smooth instead of shade flat :v (at least I'm pretty sure that's a setting that gets carried over into the model itself though not sure)
Amazing video, learn new stuff, struggle with scope - creep, need to learn how indies make stuff, method of making content, for small teams, or, solo - dev . . Might be time to get one of those courses, if they teach more of this stuff . . 10 / 10 video, #thx . . . .
Didn't Felipe do an awesome job? Way to go dude!
► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game
► 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
► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop
► 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
nice fast paced tutorial, except you forget to mention how to do some things like importing the model from blender to unity which is what I came for so ill keep looking
I think most engines you can export at fbx then import into engine as fbx. Thomas teaches import as a straight blend file. I use unreal but there may be a plug-in for that.
@@l.a.w.6494 yeah Its not too complicated I was able to figure it out tho thank you :)
This is so freaking amazing! Exactly the kind of style I want for one of my games too! And should allow me to make assets for another as well! So flipping awesome!!!
I've been doing 3D modeling for quite some time as a hobby, and more often than not I've done a custom texture for each of my models. I love the cartoony styling of the kind used in World of Warcraft and similar games and that has always been the vector of my learning curve - to create cool stylized models. I recently came across a special program that allows you to export models from WoW. Just thought I'd use it for self-study, analyze how they make models in a big company, etc. And what was my surprise that 90% of all models use this technique for texturing objects. It was a big surprise to me, as I used to think that nowadays most of the developers make super complex textures with Substance Painter/Designer, do complex baking AO maps, normals, roughness etc. (Of course to improve the effect of trim sheets can add additional normals and so on :D) But even pure albedo map can give such a cool result. So now I started to appreciate such textures a lot more because they have just incredible variability and creative process.
By the way, for blender is a good addon DeepBum, which allows you to make maps of heights and normals based only on the color map. Very useful if you have such a trim sheet but want to add more depth to your textures without sculpting and baking detail from high-poly models. And especially considering the current development of AI for generating pictures, many of them already have a tile image generation feature, which expands the potential for creativity even more.
Always happy to see you guys killin' it, wishing the team the best!
i'm almost a 10 year 3D modeler and this was very very fun to watch! you did a great Job Thomas! keep it up!
This is an awesome tut. for learning concepts AND workflow. I honestly love that you integrated so much of what others post as separate 30+minute videos into a short demonstration of work.
The downside is the lack of blender packages that feature this sort of stylized material that includes files easily added into blender... I can do this with just the rocks from the free package, but it's not as satisfying
Also a good thing about using this technique at least in level design is that it saves loads of CPU power and your game will run at a pretty solid 60 Frames per second instead of having lag.i found this out the hard way when I added too many textures to my levels.having too many textures hits tje performance real bad so this is an excellent way to save on cpu usage and to have a smooth running game throughout the entire experience 🙌🏼✅😌😁❤️🙂
Certeza que você é Brasileiro. Incredibly helpful video, now I feel less intimidated by level design. Thank you
Sou sim 😄 Obrigado, cheers!
Sabia que era BR kkkkk
Orgulho da nação
Honestly this is a fantastic workflow and a good glimpse into how modular environment art is created with performance in mind.
i would love to see this guy again! Great job on the video!!
You have no idea how much this helped me. Thank you so much
You could have use light probes to make your character have a more accurate lighting because the entire scene was blue but the character was receiving yellow lighting, probably from the skybox that i guess you didn't change. Reflection probes could help too with the yellow reflections on some places. Other than that, great video! was fun to watch!
Yea, also the flames are casting a shadow
Excellent work simplicity is genius
Amazing video!! Super helpful! Thanks so much :)
This Video helped me so much THANK YOU Felipe!
Looks beautiful
I've been experimenting to figure out an art pipeline for another game engine. I discovered that Blender has box mapping which will let you map a material to a surface in a manner like Hammer Editor without having to manually mess with UV mapping.
Great job. One of the best environment tutorials I've seen.
This is making me really want that 3d art course.
Simple, interesting and educational. Thank you Thomas and Philippe!!! You are Indie-Gods for me.
no even need good modeling skills nice felipe very good
Very nice! Probably wouldn't have added the shadow behind the torches but really nice work 👏
what would be the parameters to find and collect/create new "master textures" like this, that can be applied to many objects in the scene?
thanks again for sharing your workflow
your a gem, thank you for your amazing words of wisdom
Would love to see this with the Wave Function Collapse.
That's genius, thank you so much! I've learned alot in this Video.
Quick question, how did you go about designating collision meshes for the different pieces? I noticed I saw a small ramp show up briefly on the stairs... what's that process like? Seems like it's skipped in the video...
That looks so good great job Felipe :)
Amazing Video Felipe!!!
Such a chocolate voice!
Incredible info and amazing work
Fantastic!
Felipe the Giga Chad of 3d modelers
Cool video. I would love to see more of this and unity cube primitives level builds
thanks felipe the video was soooo helpful
how to export material blender to Unity ?
7:20 you dont have to give them backfaces if you make its material 2sided in unity. This would save work and poly’s
You are right, thanks for bringing that up! However, historically I have run into some issues in the past with that approach, especially if you are working with a custom shader. Since most of these constructions are very low poly already, I feel that it's usually safer to add a few more faces, especially if it's affordable.
@@FelipeCaravelli ah okay, ill keep that in mind if have any troubles in the future regarding this method. great vid
Would this way of working also work well if there are normal, roughness, metal texture maps? I wonder specifically about normal maps if they would have abrupt edges or weird shading because of picking apart the map. Would people create their pieces, with the diffuse and other maps, then bake those building blocks to have their own normal maps if they wanted the edges to be beveled?
So in a scenario where you have a dungeon with like say 100+ tiles, would you still keep the tiles separate objects to avoid sharing UV map?
How do you fix texture losing ??
Where did you get the particle effects?
Could you please make a low poly character(similar to max payne style) modelling and texturing tutorial
How do I add unity textures to blender?
Is there an easy way to add the image to the material like you skipped over really quickly at 1:21?
the yellow circle to the left of the box for "base color" in the material assigned to the object opens a dropdown, and you need to select "image" instead of the default "color", then you have options to select what image texture to use as the base for the material.
isn't overlapped uv bad for game assets?...I am not sure myself.. just asking😅
It exiting to see this workflow. Won't the uvs mess with lightmaps if we have to bake lights?
You'll have to use a secondary UV channel for the lightmap baking, that way it won't mess with it :) Cheers!
@@FelipeCaravelli ohh ok ok. Thnx
So question, would just placing the pillars down on the map like that effect lighting quality, either for real time lighting or baked? I would think that having the pillars disconnected from the ground part of the mesh would cause light to leak under them and it would look bad though then again maybe that's just because I've been using godot which has been pretty bad when it comes to lighting in the past though the newer lightmapper that was added a few versions back is a big improvement. I was just wondering how mesh topology might effect that sort of stuff
Hi James, personally I don't know the Godot engine, but I haven't had any visible issues in the past utilizing this method (from the video). Every rendering platform will have its own set of unique challenges and settings you will need to tweak to achieve the desired look, so what's said here may not work for everything, but it has for the ones I've personally used before such as Unity and Unreal Engine. Cheers :)
good work thnx
soo prettyyyyyyy
Plzz make more videos like this one
Cool concept and nice workflow. But fire doesn't cast a shadow ;-)
why was the wall at 95 degree for so long in the beginning its driving me insane
Love how you didnt even touch on normal maps. It would've given the low poly shapes so much more detail. This was an amazing video.🙌
Thank you! It would indeed, but unfortunately the textures I used from this package didn't come with normal maps :( I hope you can still see how we can leverage the same textures to make different environment assets by just unwrapping things differently. Cheers!
And selecting shade smooth instead of shade flat :v (at least I'm pretty sure that's a setting that gets carried over into the model itself though not sure)
Why use Blender for this instead of Probuilder?
brahhhh u inspired me
nice vid
Amazing video, learn new stuff, struggle with scope - creep, need to learn how indies make stuff, method of making content, for small teams, or, solo - dev . . Might be time to get one of those courses, if they teach more of this stuff . . 10 / 10 video, #thx . . . .
When less is more
noice
Father devlog