Blender 3.1 Geometry Nodes - Stylised Castle Generator
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- čas přidán 31. 03. 2022
- The idea behind this was to give geometry nodes a level blockout, and have it spit out fairly complete level art. As a solo dev I want to optimise my time as much as possible or I'll never get my game done.
Originally, all of the bricks and stones and so on were procedural, but I've since swapped these out with game assets that I sculpted in blender and projected onto their low poly versions and textured in Substance Painter. Was a bit of a battle to finally everything into Unity with UVs intact, but I recently found the Convert Attribute to UV Map button which solved that problem and filled me with joy.
I have the ability to mask off sections of the castle to prevent parapets from being spawned, and to change the brick colour. This both gives players a gentle nudge in the right direction, and clears the way from obstacles, so they don't get lost and can platform more smoothly.
Next steps are to build on the tool to add different style castles for extra visual variety from level to level.
This is fantastic! I would love to learn how you set up your nodes for this
Someone PLEASE do a tutorial for this. So cool
I love how dynamic nodes are. Very well done.
This is an impressive use of geometry nodes. Looks great!
This looks so nice
This is amazing, a real videogame creation changer.
Very impressive going to have to look into this for my game!
looks amazing would love to see how you did this!
This looks so nice. And I would love to learn to create this by myself. I subscribed your channel and hope you made a tutorial for this. Thank you.
holy cow - that is some special magic
Beautiful!
Nice work
Very cool!
Superb bro ❣️❣️❣️
I love it!!
this is insaneeee
That's awesome 😎
Amazing!!!
Geonodes are amazing. :D
Damn that's good!
so cool
Instant subscribe!! 👌
Wow!
Oh my god PLEASE post a tutorial on how to do this, I'd be so interested
Subscribed for tutorial or blend file...
any hope u making series for this awesome system?
TOP
Super cool, I wonder how you place rocks on only edges?
PLEASE MAKE A TUTORIAL ON THIS
PLEASE teatch how to do that!
Can you please tell me how you set the stones along the outer edges of the walls and not on the other flat vertical edges on the walls? And the dust piles on the second floor? I've been googling for HOURS, trying to figure out how to separate mesh by angles and instance things along edges and not faces, but with no luck. Yours is the only example I've been able to find and it's exactly what I've been trying to replicate.
This is awesome! Regarding texturing the different sized castles, how did you worked on uv maps?
The main castle geometry is done with triplanar mapping in Unity, for the little objects it's the process of applying attributes I mention in a comment below. Hope this helps!
When tutorial???
any tutorial to recommend for that ? thank you :)
is this also the way how they made the platforms in kirby the forgotten land?
how did u remove instances when u added those extra loop cuts at 00:13
Tutorial?
Hey! great work! How do you apply the modifiers from the geometry node so that you can import to game engine?
Thanks! To apply the geo nodes modifier, click the down arrow on the modifiers tab and click Apply. Then to apply attributes, go to the Object Data Properties tab, and scroll down to attributes, there'll be another down arrow there where you can Convert Attributes. Hope that helps!
@@FriendFactory Thank you :) not sure if that will work for me but will give it a try :)
Tutorial please 🙏
Tutorial, please...
what game engine you used at the end?
How did you export the materials to unity ?
First, give them each an individual material in Blender, just for the sake of identifying them later in Unity. Then when it's time to export, duplicate the object (for safety) and apply geometry nodes. Then on the Object Data Properties tab, scroll down to Attributes, you'll see the UVMap attribute from the geo nodes spreadsheet is now here. Click the drop down, click Convert Attribute with UVMap highlighted, select UV Map as the mode and press OK. Now When you export the mesh into Unity it'll have all the UV Maps intact, and individual materials assigned to the various bits. Just assign the Unity equivalent materials and you should be good to go. Hope this helps!
出教程,赶紧的
It needs to be in 3ds max...I hope sooner than in 5 years...horrible.