Nice work ! But how do you avoid z-fighting whit this workflow ? Youre "wall side face" are identical whit the "wall front face" in corners. So they overlapping and should produce z-fighting. I thought you use some blender-addon but it even works in unity.
Looking to actually buy a pack of stylized medieval modular home kits like this, was hoping this would be in your store! If they ever get put into your store, let me know! Down to support your work and use these assets as a starting point for a project in the works.
newbie question!!! but why do you make them so small on the uv map? ps I love your style so much hehe ive been trying to follow along and learn from ur workflow! its so fun :>
I have attemp make something like that but I have a little issue it Is about collider, Do I should add collider on every wall, or first create the home after that add collider around them?
Depends on your game and how you want to use modules. You can prepare finished houses from separate modules and then add simple colliders to them (one big collider for each wall instead of 1 collider for each small module) or you can add colliders for each module (it will be heavier on the performance though)
NIce work! Just a few questions. Is it ok that walls are overlapping cause in the video they do overlap? How do you avoid visible artifacts? The reason why i'm asking is because i was trying to create some modular assets like walls and floor to use them in unity (and eventually create a building system), but whenever I try to connect walls together or put them on the floor (or grid) they don't match properly and overlap
Hey, I will have new videos fixing some of the problems you mentioned ;) I will simplify modules - so you have 2 separate objects a wall and a column/wooden frames (not 1, like in the video). They will be perfect 1x1 modules (or whatever grid size you want)
not gonna lie if someone cant help me imma break my desk. HOW TO YOU CUT BOTH SIDES EVENLY AT 0:42 I PRESS K AND IT ONLY CUTS THE FACE ON THE SIDE IM FACING!
@@Gartist45 Prefabs are just what unity uses inside their engine. You have to create models outside of unity and when exporting your models you should merge them into 1 solid model - but it depends on the game, and if you want to make models modular or if you want to make some of the objects animated, then you have to make some parts separate. In unity, less separate objects = more performance. (If you still want to have many separate objects on your screen, you can use some of the tricks like Object pooling etc.)
Fajnie jest patrzeć jak ktoś z Polski robi takie fajne modele
Jest masa świetnych artystów z PL :)
Very inspiting, congrats. Bought a bunch of your alpha packs and are amazing. Full support!
Much appreciated! Thank you for buying my packs, it allows me to create more free stuff :)
i love ur work
Thank you!
Your tutorials are very interesting and catchy, but you're so underrated. Maybe one day a UA-cam algorithm would enter for you😀.
Maybe one day! :D Thanks!
nice/ i love modular stuff
Thanks :) Me too :D
Nice house !!!
Thanks! ;)
Nice work ! But how do you avoid z-fighting whit this workflow ? Youre "wall side face" are identical whit the "wall front face" in corners. So they overlapping and should produce z-fighting. I thought you use some blender-addon but it even works in unity.
I changed it in later videos (I made columns separate from walls) but you can avoid it by not making both sides perfect (so they don't z-fight)
Looking to actually buy a pack of stylized medieval modular home kits like this, was hoping this would be in your store! If they ever get put into your store, let me know! Down to support your work and use these assets as a starting point for a project in the works.
Sadly I don't have time to prepare such a pack atm. :( Glad you like it though! Thx.
Amazing 😍
Thanks 🤗
Well I found him when I type low poly blender
newbie question!!! but why do you make them so small on the uv map?
ps I love your style so much hehe ive been trying to follow along and learn from ur workflow! its so fun :>
because the size doesn't matter in that case - you will end up using a Color palette (simple plain colors)
@@brainchildpl oh that makes sense!!!!!
I have attemp make something like that but I have a little issue it Is about collider, Do I should add collider on every wall, or first create the home after that add collider around them?
Depends on your game and how you want to use modules. You can prepare finished houses from separate modules and then add simple colliders to them (one big collider for each wall instead of 1 collider for each small module) or you can add colliders for each module (it will be heavier on the performance though)
@@brainchildpl thank u bro
NIce work! Just a few questions. Is it ok that walls are overlapping cause in the video they do overlap? How do you avoid visible artifacts? The reason why i'm asking is because i was trying to create some modular assets like walls and floor to use them in unity (and eventually create a building system), but whenever I try to connect walls together or put them on the floor (or grid) they don't match properly and overlap
Hey, I will have new videos fixing some of the problems you mentioned ;) I will simplify modules - so you have 2 separate objects a wall and a column/wooden frames (not 1, like in the video). They will be perfect 1x1 modules (or whatever grid size you want)
Do the pieces of wood on the edges overlap when you put the walls next to each other?
Check newer parts :)
not gonna lie if someone cant help me imma break my desk. HOW TO YOU CUT BOTH SIDES EVENLY AT 0:42 I PRESS K AND IT ONLY CUTS THE FACE ON THE SIDE IM FACING!
K + Z
@@brainchildpl TY
using boolean is it better than using alpha to make holes for windows and doors?
Depends on your workflow. I don't use any textures so using alpha would be problematic
@@brainchildpl I see thank you. I've been thinking that for 3 days now xD
do you use appropriate measures or just go with it?
if you want to do modular stuff you need some type of "measures" (so your modules work on a grid etc.)
@@brainchildpl thx
Boots and pants boots and pants boots and pants boots and pants boots and pants boots and pants : this song
lol
How do you decide on the measurements? It's there a measure guide line to follow?
It is on 1x1 grid
wow......
Thanks :)
Any updates on your game, man?
We should have an update in 1-2 months ;)
How can Blender and unity have the same color and materials?
I don't think you can have the same colors.
❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
Heheh :)
Sir I want to collaborate with you
Sry, I don't do any collabs :(
3:10 whats the music btw :D
how did you know how long to make the wall assets so they fit together ..?
They are on the grid - 1x1 tiles
@@brainchildpl thank you been used to making models non modular this is different for me
@@Gartist45 Yeah, you just have to stick to the grid :)
@@brainchildpl when making a game is prefab better or should I make a solid model
@@Gartist45 Prefabs are just what unity uses inside their engine. You have to create models outside of unity and when exporting your models you should merge them into 1 solid model - but it depends on the game, and if you want to make models modular or if you want to make some of the objects animated, then you have to make some parts separate.
In unity, less separate objects = more performance. (If you still want to have many separate objects on your screen, you can use some of the tricks like Object pooling etc.)
video is good but music is suck :/
Turn off music :P
plays slow
Watch my newest modular series - it is a lot slower and better: ua-cam.com/video/13krMOj62dM/v-deo.html