Hey guys! What do you think about this video format? I tried to put the most important parts of the whole process making the game environment in Blender & Unity. Let me know what kind of video tutorial you are interested to see next ;)
@@ahmadullahvirk4815 I've 2 videos about this topic: Lighting in Unity built-in pipeline: ua-cam.com/video/uwYf1yMPuvk/v-deo.html Lighting in Unity URP: ua-cam.com/video/5r8n1XTTMLc/v-deo.html Of course, there is a lot more to cover about the topic. Maybe you want to see something more specific about lighting? But before I recommend checking out one of those videos.
As an advanced user of blender but a total novice with unity, a tutorial like this is amazingly helpful to see the whole process in one go. Thank you so much for this resource.
This is amazing, would love to see more and longer videos! Learned a lot. Especially the texturing was really nice for me. Maybe make a course on some stuff its really awesome
More UA-camrs should make videos like this for blender. There's a lot of difference doing something like this, and making a really great scene for rendering and compositing. Right now I'm trying my hand at using Blender for mapping purposes, but it just wasn't going so well with my workflow, so seeing this from your channel was very nice.
thank you so much for creating this video! i have an assignment to create a game with my own asset and i was unfamiliar with it but you surely made me understand the workflow more!
Great video! I really like learning from your workflow. Next video can you enable the hotkey viewer so I can see what you are pressing on your keyboard. Again this was great! Thank you
Great video and very informative. I'm at the start of my Blender & Unity work. I think the biggest surprise in watching your video was that you created all of the assets in one scene. I'd always assumed that assets are made individually then imported into a scene build. Are most game scenes with assets all done in one environment? Thanks
It depends on the project. But if you are working on a big-game environment, then the best way would be to have an idea and the sketch first. After that, you would block out the scene in 3d using simple 3d models like primitive shapes (cube, spheres, etc.), so you have an idea of the environment layout and scale. Then you can test that environment how it would play in the game, and after testing, you start writing down what 3d assets you would need in your scene to replace Blockout objects. Finally, plan everything out and start making 3d assets individually. This is just an example of many ways you can approach it.
This is an amazing video learned a lot so thank you It made me wanna try making a scene like it I'm wondering how to were able to texture some of the things so I would love to see a video on how to make the and how you would connect it to other rooms essentially how you would make a level for a game
This was fantastic to watch and really gave me a good insight into modelling a large environment as opposed to just individual objects. Thank you for sharing.. Where did you import the human 1.8m model from?
Thank you for watching! I searched for a free 3d male human model on google, downloaded .obj file, and imported it to Blender. Then scaled it down to be roughly 1.8 meters tall. You can use any human model for that, just make sure to use a real scale. I used 1.8 meters in height because it's the average human male height according to google, and I'm 1.83, so it's really good for me to get an idea of the scale of the environment.
I've seen a lot of tutorials about modular buildings. Would you say that creating a building as a single model is still viable? Or maybe better in some regards?
Such great work! I feel there aren't many resources for the lighting setup you did from 41:30. I'm sure a lot of us would love to see more of that, I'd even pay for it😄
I'm assuming that, maybe, this isn't the best way to create a scene for a real game in unity, could need some more optmizing or whatever. Is it right? But assuming the process on the video could be used to make into a real game, how would you go about the colliders? Is there an easy way to generate a mesh collider for the whole scene at once?
I can't remember exactly where I got it, but you can find it for free if you search for "Human Character", or "Male Character" on websites like Sketchfab, or Blendswap. Once I downloaded I scaled it to be 1.80 meters tall as a average male size. And it works perfectly as a real-world scale reference when modeling game assets.
Could be more easy to manage all those asset, if you put naming convention of the objects in the begining and use the collectors, it help you manage your time and keep sanity, for the floor you could also texture 2 o 3 brick and make it repeat with the power of array, by making this you won't loose texel resolution, but overall it's a great work !
It's best to export assets as .fbx into Unity instead of .blend file for the final project. Because the .blend file will take much more space and can have unnecessary data you don't need.
Yes, I imported the .blend file. This method imports not only the mesh and its data but also all of the lights and the cameras in the scene, which I set up in Blender :)
Thank you, Excuse me, but how do you get unity to recognize the modules that make up your scene in blender so as not to multiply the identical blocks unnecessarily?
I actually have very little experience with ProBuilder. I know that it can be pretty good in blocking out levels, but not for more complex final 3d models.
OMG!!! You can important entire Blend files into unity? Wow!!! I did not know that. Is that a new feature or do you need some kind of add on in Unity or Blender?
@@gfujigo First import textures in Unity which you are using inside the .blend file and then import .blend file. Materials will transfer with the base material color, other properties like specular, metallic values won't. But you can easily set them up by yourself. And the textures should apply right away after you import the .blend file if they are already in your Unity project.
I don't know what time stamp are you talking about, but I'm guessing that I used the plane because it's origin point is already on top of the grid, so it sits on the ground nicely when I extrude the mesh up. Just use whatever you want, you can always do the same with the cube or the plane.
Hey, can you give me more explain how did you export blender file to unity? I mean I made a big room with a lot of objects, how can i make them like one object and send them to unity? And you did a great job, keep going🔥
Bascially, add an Empty>Arrows at the center using SHIFT+A. Then add an Object to the side of that Empty. Apply Array modifier to that Obejct you want to duplicate like that. Array modifier settings: -Set *Count* to a bigger value like 5 (how many duplications of an object you want); -Uncheck *Relative Offset*; -Check *Object Offset* and set Object to Empty you just created. Now, select an Empty and Rotate.
Yup. I used 1 material for the whole scene for all of the floor, wall, ceiling, and construction meshes, and another material with transparent texture for leaves.
In this video I wanted to show the process of creating this scene without making it too long. So I skipped a lot of parts and speed up the footage by leaving only most important parts of the process. Thank you for watching!
It's up to you. Depends on how comfortable you are with Blender and Unity. For example, for me, Blender is the best and fastest way to block out the scene because I've years of experience with Blender. I can't do the same in Unity. For example, Unity has a free tool called ProBuilder for blocking out the scene, but I have very little experience with it, it's too hard and slow for me to use. But that's because I so used to Blender. Also, I think ProBuilder is not so powerful as Blender when you want to create certain shapes or edit them fast.
@@Basseloob No, if you use the same amount of geometry, vertices, and tris with the same materials and textures, you won't see any difference in performance.
Hey guys! What do you think about this video format? I tried to put the most important parts of the whole process making the game environment in Blender & Unity.
Let me know what kind of video tutorial you are interested to see next ;)
Does it apply textures automatically when you import a .blend file?
really love it! :D and is really good the format you can pause the video at any time if you miss something , thanks for this amazing content! :D
lighting in unity
@@ahmadullahvirk4815 I've 2 videos about this topic:
Lighting in Unity built-in pipeline: ua-cam.com/video/uwYf1yMPuvk/v-deo.html
Lighting in Unity URP: ua-cam.com/video/5r8n1XTTMLc/v-deo.html
Of course, there is a lot more to cover about the topic. Maybe you want to see something more specific about lighting? But before I recommend checking out one of those videos.
As an advanced user of blender but a total novice with unity, a tutorial like this is amazingly helpful to see the whole process in one go. Thank you so much for this resource.
one of the BEST tutorials I've seen on going from Blender to Unity !! Thank you ! !
This is amazing, would love to see more and longer videos! Learned a lot. Especially the texturing was really nice for me. Maybe make a course on some stuff its really awesome
More UA-camrs should make videos like this for blender.
There's a lot of difference doing something like this, and making a really great scene for rendering and compositing.
Right now I'm trying my hand at using Blender for mapping purposes, but it just wasn't going so well with my workflow, so seeing this from your channel was very nice.
I've found a lot of tutorials on creating unity maps, but this channel is really detailed and easy to understand. Thank you very much!
This will come in _very_ handy as soon as I get back at game dev
C'est magnifique, ça fait rêver les débutants. félicitations.
thank you so much for creating this video! i have an assignment to create a game with my own asset and i was unfamiliar with it but you surely made me understand the workflow more!
Great video! I really like learning from your workflow. Next video can you enable the hotkey viewer so I can see what you are pressing on your keyboard. Again this was great! Thank you
Really great video. Fun to watch this one come together!
I LOVE 3D MODELLING
Nailed it! Thanks for sharing
Really nice tutorial but can you open up the pressed buttons on the down left for future videos in order to track your pressed buttons?
Of course )
Very nice tutorial thankyou so much 🙏🏼🙏🏼🙏🏼
Very good. Thank you for showing your process.
Super work..! Do more tutorials
Great video and very informative. I'm at the start of my Blender & Unity work. I think the biggest surprise in watching your video was that you created all of the assets in one scene. I'd always assumed that assets are made individually then imported into a scene build. Are most game scenes with assets all done in one environment?
Thanks
It depends on the project. But if you are working on a big-game environment, then the best way would be to have an idea and the sketch first. After that, you would block out the scene in 3d using simple 3d models like primitive shapes (cube, spheres, etc.), so you have an idea of the environment layout and scale. Then you can test that environment how it would play in the game, and after testing, you start writing down what 3d assets you would need in your scene to replace Blockout objects. Finally, plan everything out and start making 3d assets individually.
This is just an example of many ways you can approach it.
This is an amazing video learned a lot so thank you
It made me wanna try making a scene like it
I'm wondering how to were able to texture some of the things
so I would love to see a video on how to make the and how you would connect it to other rooms
essentially how you would make a level for a game
Fantastic love watching it...im so inspired
This was fantastic to watch and really gave me a good insight into modelling a large environment as opposed to just individual objects. Thank you for sharing.. Where did you import the human 1.8m model from?
Thank you for watching!
I searched for a free 3d male human model on google, downloaded .obj file, and imported it to Blender. Then scaled it down to be roughly 1.8 meters tall. You can use any human model for that, just make sure to use a real scale. I used 1.8 meters in height because it's the average human male height according to google, and I'm 1.83, so it's really good for me to get an idea of the scale of the environment.
@@LMHPOLY Thanks :)
you can also use mix rgb node for quick changes to the textures
very nice tutorial and walkthrough
I've seen a lot of tutorials about modular buildings.
Would you say that creating a building as a single model is still viable? Or maybe better in some regards?
Man, its just awesome...
This is amazing
Such great work! I feel there aren't many resources for the lighting setup you did from 41:30. I'm sure a lot of us would love to see more of that, I'd even pay for it😄
I'm assuming that, maybe, this isn't the best way to create a scene for a real game in unity, could need some more optmizing or whatever. Is it right? But assuming the process on the video could be used to make into a real game, how would you go about the colliders? Is there an easy way to generate a mesh collider for the whole scene at once?
Thanks for your work) cool video
awesome!!
Gorgeous!
Really nice work, you are motivating me, and I have one question: You are from СНГ, right?
I'm from Lithuania, thank you for watching!
Whered you get the male model for scale? Thats so useful, thank you!
I can't remember exactly where I got it, but you can find it for free if you search for "Human Character", or "Male Character" on websites like Sketchfab, or Blendswap. Once I downloaded I scaled it to be 1.80 meters tall as a average male size. And it works perfectly as a real-world scale reference when modeling game assets.
Thank you!@@LMHPOLY
Could be more easy to manage all those asset, if you put naming convention of the objects in the begining and use the collectors, it help you manage your time and keep sanity, for the floor you could also texture 2 o 3 brick and make it repeat with the power of array, by making this you won't loose texel resolution, but overall it's a great work !
Well done.
Thanks. In terms of performance and size is it better to work with prefabs or full blend files?
It's best to export assets as .fbx into Unity instead of .blend file for the final project. Because the .blend file will take much more space and can have unnecessary data you don't need.
Amazing !!!
how long did it take you to make all of this ??, its look gorgeous !!
A week, thanks )
@@LMHPOLY Amazing! Really
Hi!! I'm trying to make arches as well, and I cant figure out how you did yours at 3:46 ? :O
I'm pretty sure I've used the half-cut circle for the arch to start with.
@@LMHPOLY thank you so much!!!
awesome!
Nice but how long did it take you to finish to this project
Thanks! I worked on this scene + video for the whole week.
@@LMHPOLY woow this is the power of a god 😂
i got lost when he imported all the assets into unity ! the .blend file ??? is that correct
Yes, I imported the .blend file. This method imports not only the mesh and its data but also all of the lights and the cameras in the scene, which I set up in Blender :)
Thank you,
Excuse me, but how do you get unity to recognize the modules that make up your scene in blender so as not to multiply the identical blocks unnecessarily?
Is this impossible with pro build from unity? Like creating objects such as chests or items?
I actually have very little experience with ProBuilder. I know that it can be pretty good in blocking out levels, but not for more complex final 3d models.
OMG!!! You can important entire Blend files into unity? Wow!!! I did not know that. Is that a new feature or do you need some kind of add on in Unity or Blender?
As far as I remember you can always do it. From Unity 5 which I started using first back in the day.
@@LMHPOLY Thanks. How about the texture work and the materials? Does it do that too?
@@gfujigo First import textures in Unity which you are using inside the .blend file and then import .blend file. Materials will transfer with the base material color, other properties like specular, metallic values won't. But you can easily set them up by yourself. And the textures should apply right away after you import the .blend file if they are already in your Unity project.
.... no normal maps?
I don't need normal maps 😁
Круто вышло, спасибо за урок👍
So would this be a good workflow for making a world for VRCHAT?
Well, this workflow can work for any type of game world. I'm not sure about scaling in VR but it should work.
I'm a newbie here. May I ask why you used planes instead of boxes for the pillars? Thank you!
I don't know what time stamp are you talking about, but I'm guessing that I used the plane because it's origin point is already on top of the grid, so it sits on the ground nicely when I extrude the mesh up.
Just use whatever you want, you can always do the same with the cube or the plane.
Thank you for taking the time to answer my question! Beautiful work
Mantap tutorialnya,, cuma kecepetan,, 😂 wkwkwwk
Hey, can you give me more explain how did you export blender file to unity? I mean I made a big room with a lot of objects, how can i make them like one object and send them to unity?
And you did a great job, keep going🔥
You can import the .blend file to Unity and your scene will be grouped together as I did in my video. Make sure to import textures into Unity first!
@@LMHPOLY I did it now and it works, thank you so much💛
8:16 Can you tell me how you did the trick where you rotate and copy?
Bascially, add an Empty>Arrows at the center using SHIFT+A. Then add an Object to the side of that Empty. Apply Array modifier to that Obejct you want to duplicate like that.
Array modifier settings:
-Set *Count* to a bigger value like 5 (how many duplications of an object you want);
-Uncheck *Relative Offset*;
-Check *Object Offset* and set Object to Empty you just created.
Now, select an Empty and Rotate.
@@LMHPOLY Thank you
So your telling me you got that result using only two materials for the whole scene?!
Yup. I used 1 material for the whole scene for all of the floor, wall, ceiling, and construction meshes, and another material with transparent texture for leaves.
dem god ray
God rays are tasty!
hoy do you use fps camera
its great! thank u! but its too fast and
and there are some parts settings that you skip :(
In this video I wanted to show the process of creating this scene without making it too long. So I skipped a lot of parts and speed up the footage by leaving only most important parts of the process.
Thank you for watching!
👏🏼👏🏼👏🏼 🍻
Is it better to make level design from blender then send it to Unity or start doing it in Unity
It's up to you. Depends on how comfortable you are with Blender and Unity. For example, for me, Blender is the best and fastest way to block out the scene because I've years of experience with Blender. I can't do the same in Unity. For example, Unity has a free tool called ProBuilder for blocking out the scene, but I have very little experience with it, it's too hard and slow for me to use. But that's because I so used to Blender.
Also, I think ProBuilder is not so powerful as Blender when you want to create certain shapes or edit them fast.
@@LMHPOLY Thanks ,,, yes I also prefer Blender but I was thinking if the performance of the game will be different if I used Blender for game design
@@Basseloob No, if you use the same amount of geometry, vertices, and tris with the same materials and textures, you won't see any difference in performance.
Can you share this .blend file please
Contact me via email, and I will send it to you for personal use only ;)
My contact page is at the bottom of the video description.
Hi LMHPOLY!My English is not very good, can you enable subtitle translation, thank you very much!:)