Make A Level With Just A Few Textures (Blender + Unity Tutorial)

Sdílet
Vložit
  • čas přidán 30. 05. 2022
  • My studio's 3D Artist, ‪@FelipeCaravelli‬ shows us how to model and texture a dungeon with just a few free textures!
    ► Free textures from BitGem (not sponsored!): assetstore.unity.com/packages...
    ► Paid textures used in this video: assetstore.unity.com/packages...
    Hero art: discordapp.com/channels/@me/8...
    ► Free creatures used in this video: assetstore.unity.com/packages...
    ► Free hero character used in this video: assetstore.unity.com/packages...
    ► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-i...
    ► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-i...
    ► Learn how to become a full time game dev, free: www.fulltimegamedev.com/opt-i...
    ► Get my 2D game kit, free: www.fulltimegamedev.com/opt-i...
    ► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-i...
    ► Wishlist Twisted Tower: store.steampowered.com/app/15...
    ► Learn how to make money as a CZcamsr: www.fulltimegamedev.com/opt-i...
    ► What I believe: • What I Believe
  • Hry

Komentáře • 71

  • @thomasbrush
    @thomasbrush  Před 2 lety +24

    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 CZcamsr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop

  • @DrPsychotic
    @DrPsychotic Před rokem +25

    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

    • @l.a.w.6494
      @l.a.w.6494 Před měsícem +1

      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.

    • @DrPsychotic
      @DrPsychotic Před měsícem

      @@l.a.w.6494 yeah Its not too complicated I was able to figure it out tho thank you :)

  • @rmt3589
    @rmt3589 Před 10 měsíci +6

    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!!!

  • @MichaelKocha
    @MichaelKocha Před 2 lety +5

    Honestly this is a fantastic workflow and a good glimpse into how modular environment art is created with performance in mind.

  • @KrysPolezoes
    @KrysPolezoes Před 2 lety +1

    Always happy to see you guys killin' it, wishing the team the best!

  • @orus_inantis
    @orus_inantis Před rokem +2

    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.

  • @bodhim4353
    @bodhim4353 Před 11 měsíci +1

    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.

    • @bodhim4353
      @bodhim4353 Před 11 měsíci

      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

  • @weirdoss7
    @weirdoss7 Před 2 lety +4

    i would love to see this guy again! Great job on the video!!

  • @andreimikhov1730
    @andreimikhov1730 Před rokem

    Simple, interesting and educational. Thank you Thomas and Philippe!!! You are Indie-Gods for me.

  • @mattgreen753
    @mattgreen753 Před 2 lety

    Great job. One of the best environment tutorials I've seen.

  • @cweasegaming2692
    @cweasegaming2692 Před 2 lety +1

    You have no idea how much this helped me. Thank you so much

  • @SimlokGames
    @SimlokGames Před 2 lety +3

    Amazing video!! Super helpful! Thanks so much :)

  • @davidtaylor8195
    @davidtaylor8195 Před 11 měsíci

    This Video helped me so much THANK YOU Felipe!

  • @Diamond-yn4nu
    @Diamond-yn4nu Před 2 lety +1

    Excellent work simplicity is genius

  • @gaboandres
    @gaboandres Před 2 lety +15

    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!

  • @hellhunter9478
    @hellhunter9478 Před 2 lety

    That looks so good great job Felipe :)

  • @too_many_fish
    @too_many_fish Před 2 lety

    This is making me really want that 3d art course.

  • @LUCID_Rokka
    @LUCID_Rokka Před rokem

    That's genius, thank you so much! I've learned alot in this Video.

  • @JamesKelly89
    @JamesKelly89 Před rokem +1

    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.

  • @cinematticanimations5029
    @cinematticanimations5029 Před 2 lety +3

    Very nice! Probably wouldn't have added the shadow behind the torches but really nice work 👏

  • @kiyu3229
    @kiyu3229 Před 2 lety +1

    Looks beautiful

  • @eduardollerandez9936
    @eduardollerandez9936 Před 3 měsíci

    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 🙌🏼✅😌😁❤️🙂

  • @graceo8648
    @graceo8648 Před 2 lety +1

    Cool video. I would love to see more of this and unity cube primitives level builds

  • @centenarium
    @centenarium Před 2 lety +5

    Certeza que você é Brasileiro. Incredibly helpful video, now I feel less intimidated by level design. Thank you

  • @danikogan3968
    @danikogan3968 Před rokem

    Amazing Video Felipe!!!
    Such a chocolate voice!
    Incredible info and amazing work

  • @happycockatiels
    @happycockatiels Před rokem

    your a gem, thank you for your amazing words of wisdom

  • @gamedevyash9359
    @gamedevyash9359 Před 2 lety

    thanks felipe the video was soooo helpful

  • @a3dadventure79
    @a3dadventure79 Před 10 měsíci

    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

  • @DogOnAKeyboard
    @DogOnAKeyboard Před rokem

    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?

  • @styloo_
    @styloo_ Před 2 lety

    no even need good modeling skills nice felipe very good

  • @klynn6616
    @klynn6616 Před rokem

    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?

  • @scott_itall8638
    @scott_itall8638 Před rokem

    Would love to see this with the Wave Function Collapse.

  • @midniteoilsoftware
    @midniteoilsoftware Před 2 lety +1

    Fantastic!

  • @cloud1973
    @cloud1973 Před rokem

    Where did you get the particle effects?

  • @SuperCaitball
    @SuperCaitball Před 8 měsíci

    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...

  • @magplay15
    @magplay15 Před 4 měsíci

    how to export material blender to Unity ?

  • @thomashaury6651
    @thomashaury6651 Před rokem

    How do I add unity textures to blender?

  • @ethereal1444
    @ethereal1444 Před 2 lety +2

    Could you please make a low poly character(similar to max payne style) modelling and texturing tutorial

  • @jlewwis1995
    @jlewwis1995 Před 2 lety

    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

    • @FelipeCaravelli
      @FelipeCaravelli Před 2 lety +2

      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 :)

  • @bilqinm
    @bilqinm Před 2 lety +1

    good work thnx

  • @FabiulousGames
    @FabiulousGames Před 2 lety

    Felipe the Giga Chad of 3d modelers

  • @duh160
    @duh160 Před 4 měsíci

    isn't overlapped uv bad for game assets?...I am not sure myself.. just asking😅

  • @heyreefes
    @heyreefes Před 2 lety

    It exiting to see this workflow. Won't the uvs mess with lightmaps if we have to bake lights?

    • @FelipeCaravelli
      @FelipeCaravelli Před 2 lety

      You'll have to use a secondary UV channel for the lightmap baking, that way it won't mess with it :) Cheers!

    • @heyreefes
      @heyreefes Před 2 lety

      @@FelipeCaravelli ohh ok ok. Thnx

  • @wayrou2136
    @wayrou2136 Před rokem

    Is there an easy way to add the image to the material like you skipped over really quickly at 1:21?

    • @LoreleiBlaine
      @LoreleiBlaine Před 11 měsíci

      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.

  • @the3rdimension
    @the3rdimension Před 2 lety

    Plzz make more videos like this one

  • @Ahsmic
    @Ahsmic Před 2 lety

    nice vid

  • @cinnamonuwu1638
    @cinnamonuwu1638 Před 2 lety +1

    soo prettyyyyyyy

  • @charleslamb6500
    @charleslamb6500 Před 2 lety

    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 . . . .

  • @ChrisDidGood
    @ChrisDidGood Před rokem

    Cool concept and nice workflow. But fire doesn't cast a shadow ;-)

  • @TheKillerMB1
    @TheKillerMB1 Před 2 lety +3

    7:20 you dont have to give them backfaces if you make its material 2sided in unity. This would save work and poly’s

    • @FelipeCaravelli
      @FelipeCaravelli Před 2 lety +3

      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.

    • @TheKillerMB1
      @TheKillerMB1 Před 2 lety +1

      @@FelipeCaravelli ah okay, ill keep that in mind if have any troubles in the future regarding this method. great vid

  • @nand8705
    @nand8705 Před rokem

    why was the wall at 95 degree for so long in the beginning its driving me insane

  • @ishaan9597
    @ishaan9597 Před 8 měsíci

    brahhhh u inspired me

  • @bcd3321
    @bcd3321 Před 7 měsíci

    Why use Blender for this instead of Probuilder?

  • @Chevifier
    @Chevifier Před 2 lety +1

    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.🙌

    • @FelipeCaravelli
      @FelipeCaravelli Před 2 lety +4

      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!

    • @jlewwis1995
      @jlewwis1995 Před 2 lety

      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)

  • @nixantcreatives
    @nixantcreatives Před 2 lety

    noice

  • @quae6843
    @quae6843 Před rokem

    When less is more

  • @dragonballz3686
    @dragonballz3686 Před 2 lety

    Father devlog