Modular Walls Part 4: Wall Corner Pieces | Blender 2.9+

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  • čas přidán 8. 07. 2024
  • Part 4 of a short series of Blender to Unity via Substance Painter tutorials in which i go through how i create and texture modular interior wall assets for games.
    In this fourth part, using Blender i take you through my method of creating a set of corners for modular wall set using the trim sheet template we made in the first video.
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Komentáře • 4

  • @Belidos3D
    @Belidos3D  Před 3 lety

    Part 5 of this is going to be delayed until next week, unfortunately when i tried to record the Unity part of this tutorial i had issues with the latest version of Unity hub creating a project, it seems the latest version doesn't like file structures that are too long and by the time i worked out you can create a new project in a folder on the desktop then move it to your desired location and relink it and it works i had run out of time and won't have time to record a video until the weekend. Apologies for the delay.

  • @bd_dev
    @bd_dev Před 11 měsíci +1

    Great stuff! Very useful for beginner like me who just started to get my feet wet with modular assets 👍

  • @alltradesjack6594
    @alltradesjack6594 Před 2 lety +1

    This is pure gold. Thanks a lot for the knowledge mate!

  • @Nightmare1066
    @Nightmare1066 Před 2 lety

    Tip: There is a trick to making corner pieces in Blender the same way 3d max does it. In Max you can see your mirror plane, move it and rotate it, if the mirrored mesh is closed to the original they bisect each other where the mirror plane intersects the two meshes, creating a single mesh with good topology with a single edge loop where the meshes meet along the mirror plane.
    To accomplish this in Blender, there is a helper object which you can use as a mirror instead of the default mirror, you can move and rotate the helper object and the mirror mesh will move and a rotate along the rotation of the object. You can use a plane as helper mirror object, rotate it 45 degrees and apply solidfy to it to make a cuboid, just make sure thickness and size of plane are large enough. At that point, you use a boolean subtract operation on your mesh with the helper plane as second operand, you should get a nice 45 degree cut on your mesh. Then apply mirror to your mesh and finally set that same mirror helper object (cuboid) as your mirror plane. Thats about it. It's faster in max since it's a single operation but it's nice that blender can do this too! You might get issues with boolean not working correctly if there are vertices near the area of the bisect but just switch from exact to fast algorithm and it should work. This is much faster than what you did in this video and it's also non destructive, you can continue editing your mesh and changes will update to the mirrored mesh.