Great tips! Another idea, if you're making specifically square-shaped pieces, is that you can fit them to the exact size of blender's snapping, or make them to a specific size and adjust blender's grid increments. Then you can move them while holding ctrl to snap along the grid and always have them line up with the grid.
As long as you duplicate via "Alt+D" all duplicates will be linked, no matter if you duplicate the original or a linked duplicate. If you use "shift+D" the duplicate is not linked.
@@Tam_HawkinsYou can tick linked in the little window that pops up after you shift+D. No real reason you would use it over alt+D but still worth pointing out.
tbh, that is maybe a solution if you stay in your 3D Software or in BLender but thats not the way to go if you create game ready assets. When i am in UE i dont wanna edit all Assets till they fits
Your the only good blender teacher iv found. Me and a friend (who is a good coder while I’m more of a 3d modeller but do both) are going to be making a game together and your designs are a good guide and will make it much easier and iv been looking to do a good landscape so this video is perfect. Keep up the good work.
Hey grant, love the tutorials. I'm new to 3D design and have a question about topology. with the extruding bricks on the wall that add texture, do they cause topology problems? And when and why would I want to add more loop cuts to the base of the extruding parts?
Hi, great tutorial as always. I don't know if you can help but I have a problem with my 3d objects. So I have a tile set with 7 3d objects and all have one 2k texture that use all the objects and shared one material. When I view the 3d objects inside unity from a specific distance or angle emission color from the objects lamp appears like outline at the edges of a different 3d objects for example column of the tile set. I could fix the problem if I separate the emission color with the creation of a second texture that have inside the light source objects. But I was wondering if there is a better way. Thanks.
Nice. I was theorizing how one would go about starting a modular building process, and figured you'd have to set a uniform scale to adhere to. As a dirty imperial, I was thinking 12 feet. So all your wall sections would be 12 feet tall and wide, giving enough room for 8 foot tall doors, windows, yada yada. And also divisible by 6/4/3 so you can use those for half/third/quarter height objects. Is this something you do? You got any vids that cover this subject?
Your tiles let water in they are not overlapping, really basic. Clay tiles, (or slates), of that type are not laid the way you have. Research matters. Even fantasy worlds of unrealistic castles you do, have the same basic physics of water ingress.
If you want to be technical then his roof is one solid piece of clay tile, so no, water would not be getting in. Though research into things is very important.
This is an awesome approach to building out tile sets for waveform collapse.
Great tips! Another idea, if you're making specifically square-shaped pieces, is that you can fit them to the exact size of blender's snapping, or make them to a specific size and adjust blender's grid increments. Then you can move them while holding ctrl to snap along the grid and always have them line up with the grid.
Pretty cool. I think I'd use an array modifier for the duplication part once the initial copy is aligned is the only thing I'd try differently.
Thank you Grant. You are a great teacher to me. Great tips as always. Much appreciated.
Your Udemy Ogre(even if i dont like stylized) course was a masterpiece you are a great teacher
Thanks
I spent 2 days looking for this! thanks boss
When you duplicate a linked duplicate, does the new duplicate keep the linked property?
Yes
As long as you duplicate via "Alt+D" all duplicates will be linked, no matter if you duplicate the original or a linked duplicate. If you use "shift+D" the duplicate is not linked.
@@Tam_HawkinsYou can tick linked in the little window that pops up after you shift+D. No real reason you would use it over alt+D but still worth pointing out.
@@notpumkin good to know^^. Thank you.
Got two of your courses on Udemy. Your tutorials are very helpful and sort of meditational. Thank you for your contributions
Cool, thanks!
Another great tip from a master of design! Thanks!
What is a good example of low poly animation? The answer you have would be really helpful. Thank You in advance.
From India with love, learnt a lot from you 🤠😎😎
tbh, that is maybe a solution if you stay in your 3D Software or in BLender but thats not the way to go if you create game ready assets. When i am in UE i dont wanna edit all Assets till they fits
Your the only good blender teacher iv found. Me and a friend (who is a good coder while I’m more of a 3d modeller but do both) are going to be making a game together and your designs are a good guide and will make it much easier and iv been looking to do a good landscape so this video is perfect. Keep up the good work.
good as usual thanks Grant.
Your vids are always so practical, with obvious application.
Thanks
models looks perfect :)
Thank you Grant :) You are great!
awesome, thank you!
okay, how difficult was it to change the pivot point to snap the piece to a specific vert? wow.
great little tip for modular building in general tho
Your the best teacher on youtube ❤
Thank you! 😃
With Blender 4.0 you don't need to move the origin anymore to snap the object to a desired vertex.
Modular building for games.. Use trim textures and strips
Thanks, sir🙆♂
Hey grant, love the tutorials. I'm new to 3D design and have a question about topology.
with the extruding bricks on the wall that add texture, do they cause topology problems?
And when and why would I want to add more loop cuts to the base of the extruding parts?
im not sure what you mean you might have to share a screen shot
Hi, great tutorial as always. I don't know if you can help but I have a problem with my 3d objects. So I have a tile set with 7 3d objects and all have one 2k texture that use all the objects and shared one material. When I view the 3d objects inside unity from a specific distance or angle emission color from the objects lamp appears like outline at the edges of a different 3d objects for example column of the tile set. I could fix the problem if I separate the emission color with the creation of a second texture that have inside the light source objects. But I was wondering if there is a better way. Thanks.
I don't know with that one
This was a great tip :) You're a mensch!
Thanks.
will it work if i link duplicate a cube and use the link duplicate to create/module a a whole building..🤔
Yep
I see you use midjoerney in the screen for concepts and references?
Yes for references I think it's helpful.
cool tip
good job! :)
👍👍👍
Nice. I was theorizing how one would go about starting a modular building process, and figured you'd have to set a uniform scale to adhere to. As a dirty imperial, I was thinking 12 feet. So all your wall sections would be 12 feet tall and wide, giving enough room for 8 foot tall doors, windows, yada yada. And also divisible by 6/4/3 so you can use those for half/third/quarter height objects.
Is this something you do? You got any vids that cover this subject?
I'm kind of working theiugh that now
@@grabbitt Nice, looking forward to it.
2:10
Lol, instantly outdated since 3.6 lets you move the snap base.
There's definitely an "easier" way to do it in geometry node. But this is just for doing something small.
What about those of us who don't know how you arrived at that house making
He did great tutorials before too, You can follow those to teach at this point, I would start with,
The Well Tutorial
And Sea shak tutorial
@@Snowaxe3D thanks man
Your tiles let water in they are not overlapping, really basic. Clay tiles, (or slates), of that type are not laid the way you have. Research matters. Even fantasy worlds of unrealistic castles you do, have the same basic physics of water ingress.
If you want to be technical then his roof is one solid piece of clay tile, so no, water would not be getting in.
Though research into things is very important.