nice talk :) planning your environments is so important, thats why pre-production is such an investment at a game studio. especially for the massive open worlds we were building during my time at Ubisoft. Pre-pro could last 6+ months
I've paid for tutorials that are no where near as good as this. Thanks for sharing...really helps join the dots & give an overview of the entire process.
I just wanted to thank you in advance for creating this wonderful video. I am planning my final major project for my university degree and wasn't sure how best to create a modular environment, now I feel more confident than ever to go forth with the project! Thank you again!
Modular environments are used in many games, being modular is anything from the basic atlasing we demonstrate here, to re-using assets to make bigger assets. There is a video somewhere showing how modularity was used in the mass effect series though I do not recall the link. In the future we hope to have a modular practical demonstrating how modularity can be used in high end games to cut down production time.
I would recommend grabbing a copy of pro grids by sixbyseven studios, it allows incremental snapping in the unity editor, otherwise you can input a number into the transform box to move things in specific increments.
at 30:52 can someone explain to me how you tile the red brick texture, for example, on a wall without getting the other images from the atlas on there?
I'm curious as to what games you know of that use modular design method 1? I suppose you wouldn't find it so much in AAA games but in smaller games you might?
One of best explanations on the process so far! Thanks a lot lot lot! What I still dont get is how you would get an even texel density across all your objects when you layout your textures in squares like that. I mean if you model and unwrap your pieces they need to take up a certain amount of UV space to match a certain TD like say 256px/meter. I see this would be fine when you have a model thats exactly 1x1 meters. But when you have an object that is for example lets say 1,5 meters wide and 3 meters high, or lets say a relatively small object like 0.25x075 meters, how would you be able to texture that with even TD when all you have is jus a square section of your texture being 256x256 pixels ? o_0
@@TheTimeProphet Its kinda weird you know why? Most blenders users tried 3ds max and maya and didn't bother to touch it again due to how awful and outdated the UI looks. And same goes to 3ds max and maya users who touched blender and never touched it again 😂 I mean use whatever 3d app suites you the best. Blender has got changes to its overall design and UI and there is even an option in blender to make the UI similar to Maya.
nice talk :) planning your environments is so important, thats why pre-production is such an investment at a game studio. especially for the massive open worlds we were building during my time at Ubisoft. Pre-pro could last 6+ months
I've paid for tutorials that are no where near as good as this. Thanks for sharing...really helps join the dots & give an overview of the entire process.
This content can easily be paid but you are sharing it for free. Thank u man
Terrific explanation of different approaches with the advantages and disadvantages of each.
I just wanted to thank you in advance for creating this wonderful video. I am planning my final major project for my university degree and wasn't sure how best to create a modular environment, now I feel more confident than ever to go forth with the project! Thank you again!
This is the best environment tutorial for modular game assets I've come across so far. So glad to learn method 1 technique for beginners
Modular environments are used in many games, being modular is anything from the basic atlasing we demonstrate here, to re-using assets to make bigger assets. There is a video somewhere showing how modularity was used in the mass effect series though I do not recall the link.
In the future we hope to have a modular practical demonstrating how modularity can be used in high end games to cut down production time.
I just learned so much. Also, I can't believe I've been sleeping on vertex colours. God damn, thanks.
Thank you for this. This free tutorial is gold.
It does, you can hold the "Command" key on mac, or the control key on windows (I think) to snap objects to the grid while translating them.
I would recommend grabbing a copy of pro grids by sixbyseven studios, it allows incremental snapping in the unity editor, otherwise you can input a number into the transform box to move things in specific increments.
Exactly what I was looking for, thanks!
Great tutorial!!! Thank you! Im really happy to find this content, thank you!!
this is SERIOUSLY GOOD!
this is a good sharing about game environment building
This is what I was looking for! Thanks a lot!
Epic. Can you talk about texel density? What grid settings do you use for modular level pieces?
Dude you are amazing I loved this video.
really helpful tutorial! pls make some more :D
To create a building is it realistic to create walls,windows,roofs etc seperately and putting them together in unity?
How's the progress 9 years later?
Would i be able to import these scenes created in blender into Unity
Sounds great. Also I did read a really interesting paper on the subject by lee perry smith that's floating around somewhere
Good tutorial, absolute gem, thanks
at 30:52 can someone explain to me how you tile the red brick texture, for example, on a wall without getting the other images from the atlas on there?
I'm curious as to what games you know of that use modular design method 1? I suppose you wouldn't find it so much in AAA games but in smaller games you might?
Modular workflow isn't something new.
It was always around even in 2d era to create tiles for the game background or other sprites
does this atlas method still hold up for AAA open world game now? (ps4 xbox one)
One of best explanations on the process so far! Thanks a lot lot lot! What I still dont get is how you would get an even texel density across all your objects when you layout your textures in squares like that. I mean if you model and unwrap your pieces they need to take up a certain amount of UV space to match a certain TD like say 256px/meter. I see this would be fine when you have a model thats exactly 1x1 meters. But when you have an object that is for example lets say 1,5 meters wide and 3 meters high, or lets say a relatively small object like 0.25x075 meters, how would you be able to texture that with even TD when all you have is jus a square section of your texture being 256x256 pixels ? o_0
You do it with the uv's, You just over lap the uv's where needed provided the textures are seamless.
this was really helpful and well structured, thank you very much! :)
How do you get those damaged textures or dust textures to paint on the road?
Unity doesn't come with a grid/grid snap feature???
The best one !
This helped a LOT, thanks
Great vídeo! Thanks!
Unitycookie this is an important thing, how can we make assets like walls and floors and then put them togheter in unity in a grid like way?
How's the progress 10 years later?
@@ChillieGaming lmaaoo this vid garbage, I made no progress, no game or anything, it was all for nothing!!! anyway...
@@Danuxsy Can I ask why u left game development?
@@ChillieGaming I was never in game dev, I was 15 yrs old when I made that comment and it was just a hobby for me, a fun thing.
@@Danuxsy k
Thank you ;) great video
Awesome vid!
Nice
:cheers:
is that on blender ?
Yes
"Look for research"
Cool, thought it'd just be mobile games
It was good up until you mentioned Blender and then I turn off LOL.
What u mean?
Blender can achieve the same level of quality that you get in Maya or 3ds max
@@ChillieGaming Hate the interface. I mean lack of interface. Been using Max for 20 years. Tried blender a few times, but hated it every time.
@@TheTimeProphet Its kinda weird you know why?
Most blenders users tried 3ds max and maya and didn't bother to touch it again due to how awful and outdated the UI looks.
And same goes to 3ds max and maya users who touched blender and never touched it again 😂
I mean use whatever 3d app suites you the best.
Blender has got changes to its overall design and UI and there is even an option in blender to make the UI similar to Maya.
@@ChillieGaming I don't much care for Maya either. I am doing fine with 3ds Max. I won't be switching anytime soon.
Amazing..Still gold