Looks good! Nice work, a quick optimisation you could make is adding your box colliders to the wall prefabs so you don't have to run through twice (once for colliders, once for placing walls)
3:43 I think with unity if you import blender files or photoshop files it doesnt effect the build, since I think it will convert them to a format unity likes, and you may have to look at configuring compression settings
Great video, I never thought about building a level in this way.. I have been taking the approach of building a set of modular objects and then clicking them together like legos when I import them into GODOT. I really like this method/approach. Maybe in the future you could do a play by play explaining what you are doing and why .. for example, "I'm extruding out to here, I'm beveling here so I can add a hallway, I'm selecting these faces so that I can snap to theses vertices", etc. Anyways keep up the great work! Subbed
p.s. not sure about exporting to unity but in Godot if you add -col to the end of your names in the inspector, for example "wall" -> "wall-col" it'll make your colliders for you OR you can copy the object, for example "wall" then copy it, and add -colonly, "wall-colonly" and it'll export just the collision mesh.. not sure if unity has that import feature but it's worth checking into.
Interesting! I definitely want to try this out with my game in Unreal! I found out about the blender to Unity workflow addon which can help for adding colllision and LODs. Also, how do you go about scaling?
I am adding colliders at 4:57. Adding a collider to every individual wall piece would result in hundreds of colliders in bigger levels. Using simpler, bigger ones is much more efficient in this case.
I am working with modular assets. Modular terrain can be helpful as well but in my case its just faster prototyping that part in blender. But for a larger team project I would also recommend creating modular terrain to prototype within the engine!
This is a great video, but if i'm honest you should maybe try condensing it down a bit more, this really doesnt need to be much longer than 5 minutes (no offense, im just trying to help)
That thumbnail was very eye-catching - good job! I haven't been interested in game development in years, but somehow found myself here.
You could consider using a black and white displacement map in blender, allowing you to paint out a level without needing to do manual extrudes.
Looks good! Nice work, a quick optimisation you could make is adding your box colliders to the wall prefabs so you don't have to run through twice (once for colliders, once for placing walls)
Thanks! That would be possible, but would use way more colliders than I am now. But it would definitly be faster!
Thanks for the input!
3:43 I think with unity if you import blender files or photoshop files it doesnt effect the build, since I think it will convert them to a format unity likes, and you may have to look at configuring compression settings
Great video, I never thought about building a level in this way.. I have been taking the approach of building a set of modular objects and then clicking them together like legos when I import them into GODOT. I really like this method/approach. Maybe in the future you could do a play by play explaining what you are doing and why .. for example, "I'm extruding out to here, I'm beveling here so I can add a hallway, I'm selecting these faces so that I can snap to theses vertices", etc. Anyways keep up the great work! Subbed
p.s. not sure about exporting to unity but in Godot if you add -col to the end of your names in the inspector, for example "wall" -> "wall-col" it'll make your colliders for you OR you can copy the object, for example "wall" then copy it, and add -colonly, "wall-colonly" and it'll export just the collision mesh.. not sure if unity has that import feature but it's worth checking into.
Thank you! I definitly want to make more stuff so I will keep it in mind :)
@@mattMEGAbit Never heard of a feature like that before, but I will look into it, sounds really useful!
Would enjoy an in-depth tutorial on how to make levels like that in Blender.
these thumbnails are on point
Interesting! I definitely want to try this out with my game in Unreal! I found out about the blender to Unity workflow addon which can help for adding colllision and LODs. Also, how do you go about scaling?
I usually dont scale anything I dont have to. Make sure the scale is applied in blender to avoid issues.
I am a beginner in game development. I started just one month ago. I have one question: the fancy walls you added don't have colliders. Why?
I am adding colliders at 4:57. Adding a collider to every individual wall piece would result in hundreds of colliders in bigger levels. Using simpler, bigger ones is much more efficient in this case.
@@HanestoDev oh sorry, my bad i didn't noticed😅
Look into modulair kits! it helps itterating on levels faster and also alows easier adjusting!
I am working with modular assets. Modular terrain can be helpful as well but in my case its just faster prototyping that part in blender. But for a larger team project I would also recommend creating modular terrain to prototype within the engine!
brother why dont u make modular tiles for the lvl and then u just need to place it in unity as u want?
that would definitely be possible, but more prone to error and slower for me personally
That light... did you deleted all the scene lights and then put a prefab with a light to simulate dark room?
Well, there were no lights in the scene in the beginning, and then I added one. Does that answer your question?
@@HanestoDev was that the light coming only from that prefab?
Yes, there is a point light within the prefab
great video!
This is a great video, but if i'm honest you should maybe try condensing it down a bit more, this really doesnt need to be much longer than 5 minutes (no offense, im just trying to help)
Yes, this one is a bit rambly I agree
ya kinda cute
You look like your name is josh
Thanks?
Just remove the concept of "levels" from games.