I was thinking of attempting to start trying to make a game in godot, but I was wondering if I could make it look the way I want it, and I think this video finally inspired me to pick it up, thank you.
"I made the fog a deep yellow for a sunset kind of lighting"... proceeds to add white bright sun high in the sky that would not at all explain that kind of light lmao. It looks amazing though. The fog does look like it's some kind of otherworldly yellow fog because it doesn't really fit the lighting but oh well, the scene still looks great.
This was good I was curious all that you did to get Godot looking so nice. leant a few things for our game. Mostly underwater but still learnt some useful things :)
I'm not sure what your background is but the way you think and how you articulate your thoughts in your process are a winning attitude. I think I made like 5 grammar errors in that but we all good ;)
This is pretty cool! Though I do feel like the trees and rocks, especially the trees, are in this middleground where they are trying to look real, but aren't real enough to be convincing. If you revisit this, maybe try either more realistic assets for those things, or more stylized. Anyway, this is a really cool scene!
WOA! The foliage in this scene is insanely cool! I'd love to hear a breakdown of the grass since I'm doing a BotW remake, but don't force yourself to if you don't wanna. Absolutely would love to see more of this in the future!
On top of the noise pattern you used on the grass, I've seen someone use a color ramp to add a bit more variation and color to various areas, which make it look like the grass isn't just 2 different colors.
You sir, you have some real *skill* and *talent* with Godot and Blender. I would love to see some written out tutorials going into more detail about some of your processes. You might even consider building up a course based on what you've learned and selling it on one of those digital education course-ware type sites. I'd prolly be willing to *pay* for somethin' like that (and I'd likely not be alone). 😉
It's very flattering but unfortunately I do have a day job, so finding the time to go to that level is not (currently) on the cards. The response to this video has been overwhelming though, so I'll try to make future videos more informative regardless :D thanks!
@@BeauSeymour Well, thank you much for sharing your knowledge on this topic. It's genuinely helpful and informative information you're putting out here, and greatly appreciated.
Honest piece of advice, getting a better mic so there’s less reverb on your voice would make it so much better. Never underestimate the value of a good mic.
Awesome, but I suggest to have a look at trees. It has different design style from grass. It's a bit of a pain in the eye to notice it. So would be really cool if you try to "simulate" (redraw/remodel) trees in order to make the style of your project holistic
You'll be happy to know that there's tons of CC0 (public domain) and other really generously licensed assets of various kinds to be fairly easily found on the web. Just be sure to check the license terms for any assets you actually use in a project, and you should be fine. There's also tons of great free tools (and fantastic tutorials here on UA-cam and Vimeo and other sites) to create your own assets for anything you can't find pre-built. :)
Thanks ^^. Re. the fog, I didn't want it to detract from the overall green/orange tones of the scene, but rather subtley compliment the god rays/haziness of an afternoon. This may not be particularly accurate, I just had something in mind and found the further away from a sun based color it was the more it distracted from the overall scene.
Doesn't look AAA like something made in unit or UE5, but looks great for an indie game. I think some subsurface scattering on those tree leaves would go a long way to improve the visuals. they look too flat.
there are like no videos on 3d landscaping in Godot. would love a video Series on how you did this in depth. i know you brake things down in this video but its nothing i can really how you say... copy? i hate that not copy but learn from. from this i only learn visualy but i cant put that in my own game i still have no idea how its done.
Looks really good but for an afternoon/sunset scene isn't the sun a little too high and the sky a little too blue? I think changing these would really help sell the sunset atmosphere
As we know Godot is very simplistic and i have seen it performing better with c# if compared from Unity, do you think a scene like this with similar effects would perform better on Godot if compared from unity?
If I, a Godot hobbyist, were to try to get this running in Unity in an afternoon, it would likely perform worse. Because I don't know Unity, or even the basic tips and tricks to optimise it. The same is true in reverse. It takes more than a glance at an alternative engine to know if it's 'more performant' at a fundamental level. And if you have to ask 'which engine is better', your probably not at a stage where the answer even matters.
@@BeauSeymour I gotcha I was expecting you to actually have played around with unity in the past. My bad. Also, a comparison isn't that of a hassle. Something like which engine got more efficient post processing effects etc. For example, Godot's bloom samples seem to be much lower than that of Unity, but you did made it look beautiful! And lower samples==better performance. I am not talking about our creativity to optimise a game in this conversation. What I wanted to know about is which engine got more efficient existing features. Unity may seem like a very big engine, but sometimes simplicity is much more efficient and that's the reason many mobile devs still prefer decade old techniques and blogs, for the sake of performance. If you know what I mean
Haha not a small task, but it's something I've been considering. Not sure I'm the right person to teach though as I've never really finished a 'full' game.
@@BeauSeymour From what I saw in your video, you teach well blessed; it's really not an easy task to accomplish, but it's not impossible; Thank you and may Christ bless you! Jesus will return, get ready. Matthew 24
Thanks! An RTX 2060 (laptop). Most of this was recorded somewhere between 1080 and 4k with a bit of a hit from OBS adding to the mix, so there's some breathing room still.
No I should've mentioned that, from memory I noticed banding in PNGs so went with .EXR format. (In hindsight a 32-bit png might've been fine, but .EXR worked out of the box)
Nope, nor have any intention to play with Godot 4.0 until probably RC1. I've eyeballed it a few times and it strikes me as too unstable/prone to change atm and most of the concepts I'm learning in 3.x will be equally valid in 4.0 anyway.
Fuck i just really want to do something like this but it seems so alien to me like really hard, I don't understand where I would start. I am the typ e of person who doesn't like mods i'd like to understand all so i can implement it but damn idk what to do
I have the same problem. I want to do everything myself so I know it's all my work and no one can accuse me of copying... But I really need to get over that... I mean, I'm going to be using a game engine someone else made, so I shouldn't be afraid of using assets others have made for devs to use.
Sure, in 6-12 months when 4.0 releases. I see no reason to play with unstable builds subject to change at any time when the principles and likely majority of the workflow will remain unchanged from 3.X
I have to agree, moths do add realism to anything. Even space stations.
I love that Ian Hubert reference
Moths really do add realism to anything
That Ian Hubert moth reference got me laughing out loud :D Nice one
hehehe same
I scrolled down in search for a comment like this
What is the reference? I didn't get it
@@foobars3816 When he said mentioned the moths and how they make everything look more real
good thing the devs are focusing more in 3d in godot 4, so much potential! that's amazing.
This is amazing. One of the best scenes I've seen in Godot and a great video explaining everything. Nice job.
I was thinking of attempting to start trying to make a game in godot, but I was wondering if I could make it look the way I want it, and I think this video finally inspired me to pick it up, thank you.
Awesome to hear :D thanks!
Well done! This is so awesome
Really nicely done mate!
Thanks, love your work too! :D
The Ian Hubert quote at the end of the video really was the cherry on top. Great video!
Great work would love to see more of this in the future
😲
It's pleasing to hear, pleasing to see. Awesome.
For me personally this is how art is done. Just play around with it until it is pleasing to my eyes.
Cool. Really like this natural setting.
More godot tutroials in 3D are always welcomed, this environment was beautifully done too great work!
you really made those afternoon colors pop
Looks amazing, Magic Man
wonderful, and thanks for sharing this dev! it is inspiring
Whoooooa that's so cool! Nice work! Keep playing with Godot like this, I'm sure it will pay off!
That looks awesome. And then knowing you just layered crap up with trial and error is very encouraging when that's all I know how to do too 🤣
This scene is beautiful, really shows that godot is capable of great graphics if you know how to use it
I really liked the format! Would be nice to see more content like this, it's been really informing 😲
This is cool. It feels something like halfway between PS2 and PS3 era.
This piece of work has a lot of potential, I like it, sub!
proximity texture blending is the secret ingredient.
They was a recent PR for an updated blending algorithm which looks even better to ^^
This somehow gives off some strong Black & White vibes, great job!
Very entertaining and informative! I would love to see more videos similar to this!
"Moths add realism to anything" haha
"I made the fog a deep yellow for a sunset kind of lighting"... proceeds to add white bright sun high in the sky that would not at all explain that kind of light lmao. It looks amazing though. The fog does look like it's some kind of otherworldly yellow fog because it doesn't really fit the lighting but oh well, the scene still looks great.
Wow! You deserve more subs! Good luck on your project. :)
you are a good director. good direction trumps graphical fidelity
this looks great I didn't realise fog could make such a difference in open world scenes
Something that GTA Defective edition forgot to realize it importance at launch lol
I think its funny how many people were inspired by that one grass asset / tutorial xD
This was good I was curious all that you did to get Godot looking so nice.
leant a few things for our game. Mostly underwater but still learnt some useful things :)
Glad I could help!
It looks lovely!
looks really good!
Very cool. It is nice and helpfull to look over your sholder :-)
Very educational. Thank you.
Stunning
I'm not sure what your background is but the way you think and how you articulate your thoughts in your process are a winning attitude. I think I made like 5 grammar errors in that but we all good ;)
Very cool! Thanks
Moths
This earned you a subscriber.
This is great!
it was awesome, keep making these videos
Very nice result!
Good job very informing !
This is pretty cool! Though I do feel like the trees and rocks, especially the trees, are in this middleground where they are trying to look real, but aren't real enough to be convincing. If you revisit this, maybe try either more realistic assets for those things, or more stylized. Anyway, this is a really cool scene!
Wow love it
Great video! Keep it up :)
WOA! The foliage in this scene is insanely cool!
I'd love to hear a breakdown of the grass since I'm doing a BotW remake, but don't force yourself to if you don't wanna. Absolutely would love to see more of this in the future!
nice video , subscribed
I have never in my life heard 'O-pace-ity'
Liked and subscribed, keep it up
On top of the noise pattern you used on the grass, I've seen someone use a color ramp to add a bit more variation and color to various areas, which make it look like the grass isn't just 2 different colors.
i caught the moths reference lmao
looks great.
yes please more break downs
You sir, you have some real *skill* and *talent* with Godot and Blender. I would love to see some written out tutorials going into more detail about some of your processes. You might even consider building up a course based on what you've learned and selling it on one of those digital education course-ware type sites. I'd prolly be willing to *pay* for somethin' like that (and I'd likely not be alone). 😉
It's very flattering but unfortunately I do have a day job, so finding the time to go to that level is not (currently) on the cards. The response to this video has been overwhelming though, so I'll try to make future videos more informative regardless :D thanks!
@@BeauSeymour Well, thank you much for sharing your knowledge on this topic. It's genuinely helpful and informative information you're putting out here, and greatly appreciated.
Yes please
Ah yes, add moths for more realism
wow!
6:13 :3 IanHubert
That's awesome, Great work and Keep UP
Impressive!
Yes moths please.
Honest piece of advice, getting a better mic so there’s less reverb on your voice would make it so much better. Never underestimate the value of a good mic.
It's a shame the final presentation is covered by on-screen links to other videos. Instead of enjoyment I'm now filled with frustration.
Awesome, but I suggest to have a look at trees. It has different design style from grass. It's a bit of a pain in the eye to notice it. So would be really cool if you try to "simulate" (redraw/remodel) trees in order to make the style of your project holistic
I really want to develop a game . But I don't have any assets to do it. But good luck to you. And more tips about godot will be helpful for me
You'll be happy to know that there's tons of CC0 (public domain) and other really generously licensed assets of various kinds to be fairly easily found on the web. Just be sure to check the license terms for any assets you actually use in a project, and you should be fine. There's also tons of great free tools (and fantastic tutorials here on UA-cam and Vimeo and other sites) to create your own assets for anything you can't find pre-built. :)
@@BlooAlien thank you dude but I broke my laptops hard drive. ..😢
I would love to see some performance metrics on this / what hardware you're running
❤❤
I just discovered your channel and realised you sound a lot like Sebastian Lague
Subbed. 본 것중에 제일 아름다운 듯
Good enough to make me subscribe.
I don't understand why you made fog brown though, instead of white or grey.
Thanks ^^. Re. the fog, I didn't want it to detract from the overall green/orange tones of the scene, but rather subtley compliment the god rays/haziness of an afternoon. This may not be particularly accurate, I just had something in mind and found the further away from a sun based color it was the more it distracted from the overall scene.
@@BeauSeymour I understand now, ty.
A cheat to get the right atmosphere, not morning fog.
really nice .. new sub ;)
Doesn't look AAA like something made in unit or UE5, but looks great for an indie game. I think some subsurface scattering on those tree leaves would go a long way to improve the visuals. they look too flat.
How did you add movement to the bushes and trees? You fast forwarded that part and it interests me! Great video
can you share how you made tiling grass
Ian Hubert reference capted 6:12
there are like no videos on 3d landscaping in Godot. would love a video Series on how you did this in depth. i know you brake things down in this video but its nothing i can really how you say... copy? i hate that not copy but learn from. from this i only learn visualy but i cant put that in my own game i still have no idea how its done.
What plugin did you use to make this grass?
Could you make a tutorial teaching how to do the same as the example in the video?
Looks really good but for an afternoon/sunset scene isn't the sun a little too high and the sky a little too blue? I think changing these would really help sell the sunset atmosphere
Haha yeh it is a bit, but I didn't really have any references throughout this one and just eyeballed the whole thing ^^
If you use more realistic textures, for example created in sustancer painter, surely the scene will look much better ... Very good. Greetings.
As we know Godot is very simplistic and i have seen it performing better with c# if compared from Unity, do you think a scene like this with similar effects would perform better on Godot if compared from unity?
If I, a Godot hobbyist, were to try to get this running in Unity in an afternoon, it would likely perform worse. Because I don't know Unity, or even the basic tips and tricks to optimise it.
The same is true in reverse.
It takes more than a glance at an alternative engine to know if it's 'more performant' at a fundamental level. And if you have to ask 'which engine is better', your probably not at a stage where the answer even matters.
@@BeauSeymour I gotcha
I was expecting you to actually have played around with unity in the past. My bad. Also, a comparison isn't that of a hassle. Something like which engine got more efficient post processing effects etc. For example, Godot's bloom samples seem to be much lower than that of Unity, but you did made it look beautiful! And lower samples==better performance. I am not talking about our creativity to optimise a game in this conversation. What I wanted to know about is which engine got more efficient existing features. Unity may seem like a very big engine, but sometimes simplicity is much more efficient and that's the reason many mobile devs still prefer decade old techniques and blogs, for the sake of performance. If you know what I mean
Love the video, would you mind telling the stupid me what you are talking about at 6:14, what you said you should have added, please?
Thank you!
ua-cam.com/video/imkSdlbXB_U/v-deo.html
Hello blessed, could here on You Tube put a video teaching step by step how to create a 3D game in Godot 4?
Haha not a small task, but it's something I've been considering. Not sure I'm the right person to teach though as I've never really finished a 'full' game.
@@BeauSeymour From what I saw in your video, you teach well blessed; it's really not an easy task to accomplish, but it's not impossible; Thank you and may Christ bless you! Jesus will return, get ready. Matthew 24
Apology accepted... Up to that point, the video is definitely good enough.
how did you move the trees? A shader?
Hello
Amazing scene, what gpu are you using?
Thanks! An RTX 2060 (laptop). Most of this was recorded somewhere between 1080 and 4k with a bit of a hit from OBS adding to the mix, so there's some breathing room still.
Can i make height map 16 bit png? It will be smooth finish?
No I should've mentioned that, from memory I noticed banding in PNGs so went with .EXR format. (In hindsight a 32-bit png might've been fine, but .EXR worked out of the box)
on what PC (spec wise) are you runing this?
Have you tried to run this on godot 4.0?
Nope, nor have any intention to play with Godot 4.0 until probably RC1. I've eyeballed it a few times and it strikes me as too unstable/prone to change atm and most of the concepts I'm learning in 3.x will be equally valid in 4.0 anyway.
Fuck i just really want to do something like this but it seems so alien to me like really hard, I don't understand where I would start. I am the typ e of person who doesn't like mods i'd like to understand all so i can implement it but damn idk what to do
guess I'll just stick to being a web dev even tho making games has always been like my dream or som
I have the same problem. I want to do everything myself so I know it's all my work and no one can accuse me of copying...
But I really need to get over that... I mean, I'm going to be using a game engine someone else made, so I shouldn't be afraid of using assets others have made for devs to use.
It looks kinda like scrap mechanic
Any plans on porting this to Godot 4.0?
Sure, in 6-12 months when 4.0 releases. I see no reason to play with unstable builds subject to change at any time when the principles and likely majority of the workflow will remain unchanged from 3.X
@@BeauSeymour There are actually quite some differences and what you did in this video should be doable in current 4.0. Maybe even without crashes.
dude! Is this the best the engine can do? SMH
No, this is what a hobbyist beginner with no formal training and a day job can do.
godot. great