Let's model an RTS FACTORY in 10 MINUTES - ep. 70 - Blender 2.92

Let's model an RTS FACTORY in 10 MINUTES - ep. 70 - Blender 2.92

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00:00
hello guys and welcome to episode 70 of the 10 minute modeling challenge can you believe it i cannot 70 episodes 70 thursdays have gone past since we started this whole journey while i've been doing these thursday videos i've in my day job that's making a game as well so i'm making a real-time strategy games with a colleague of mine it's me and christian we're making a fully-fledged multiplayer rts game with lots of ai and lots of netcode a lot of procedural generation and in this game i'm actually been
00:32
making some 3d objects of course well a lot of my part there is actually programming believe it or not so i spend maybe 80 percent of my time developing programming and maybe 20 is all the rest which is uh like graphics 3d stuff and the game objects and doing uh sound effects and things like that and music of course but in this game uh we're making some uh like rts styled buildings or structures and some of them are just static buildings like a city or a little town for example but we also have some producing buildings and that
01:02
could be like factories or barracks or airports and i thought i'd give you a little a quick show how you can make a rts styled building in about 10 minutes so that's going to be the usual time limit of course and i'm going to do it just a little bit modular so you can animate the construction of an object like that and i want to keep it simple because usually in rts games especially especially if you were to play on a mobile we're not making a mobile game but then the buildings are going to be quite small and also in our game they're quite small regardless because you can't really zoom in too close
01:33
so you get away with the low poly objects they'll render fast and they'll look pretty good from a distance let's do a low poly factory building or an rts style game here we go i'm using the old palette today i'm not using the gradient and sometimes it's actually better to use this static with fewer colors because then you get a consistent look to all your objects so you don't have loads of different shades and everything and sometimes you can go even fewer a lot fewer colors in fact you can go down to 16 colors and get that retro style and it's quite cool when all the objects
02:04
are really fitting the same palette so i'm gonna go for the old school here the eight by eight so it's still 64 colors but let's do that one and uh let's get started so screencast keys we need to enable and we're gonna be off now hold on to your hats why is there no skipping oh yeah there we go ready steady go and we are off timer's off usually i keep the base of the building underground like this um it's uh quite good when you have uneven terrain to put it on
02:37
and then what i'm going to do is keep just a base plate here i'll do shift d to duplicate it i do a lot of this and i recommend that you don't build everything into the same structure in fact so we'll make like a little side building here for the factory select this one e to extrude this one of course and then shift d to duplicate this one and then maybe i'll let's scale it down scale it on the x-axis so press x to force it scale it up again we'll put a little side thing here angle e to extrude that one so we've got two basic portions of this building
03:08
here we can make it like an entry so i'll ctrl r twice to do some loop cuts ctrl r here as well and ctrl r and here i'll just extrude this one in and here on the factory should we do maybe like we'll do shift d to duplicate it s to scale it s to scale press y to scale on the y axis e to extrude this one up i to inset and e to extrude it down i usually like to make roofs like this shift d to duplicate that one scale it down scale x instead of just uh
03:39
working from the same object i quite often now separate the geometry i'm still in the same object but i separate the geometry like this so we'll keep this one here maybe we'll put ctrl r loop cut here select this one on edge select a little maybe anything like that let's put some things here as well shift d first scale it up scale on the y-axis and we'll do similar type of the roof here e to extrude eye to inset heat texture down you can start to colorize this l to select all these linked go for a
04:10
darker gray maybe even black for the root here or a darker green like this and let's put some features on it as well like chimneys usually on like a like a factory so shifty duplicate s scale on the x-axis scale x-axis again and here i'll just move it into the building and e to extrude it out to here then i'll e to extrude this one out move this one in to get like a little bevel here and let's move this one and here i'll make that chimney and this one i'm going
04:40
to put in our game we've put like little uh color accents depending if you're like depending if you're blue or red players so let's just do the same here create this one blue and then i'll do shift d to duplicate this one i'm going to put a chimney i'll offset this one a little bit e to extrude it up e to extrude s to scale e to extrude and s to scale it down that's the chimney gemini and we'll make that one gray a little bit lighter maybe and here i turn set and e to extrude down control plus to grow the selection from down there and
05:11
make that dark this is usually i do cavities inside there so maybe this could be as simple as this because we're going to look at it from a distance so i'll copy this whole thing now shift d to duplicate that chimney put another one here and let's just put the same type of accent here on this side as well shift d as if this was like a side building or something so scale z and e to extrude this one out maybe we'll go in a little bit over the
05:40
building itself here and ctrl r to loop cut it and move this one in and l to select it and here's the nice thing now with the pallets because i can go for the same blue and in fact i'm gonna go for the same blue so i don't lie let's put two accents here i don't know why i call them accents well like little trims on the side of the building there we go and here inside we'll do it dark so alt shift select there shift like that one and
06:11
again simulate that it's a hole there and here shift the let's put some accessories here as well we've got six minutes on the clock there scale said i'll just e to extrude this one and let's pretend there's like some i don't know maybe it's like some i don't think they have air conditioning here but shifty duplicate this could be like some sort of a pipe that goes up help selecting there and should we do like a ramp here need to extrude that on
06:42
i need to extrude that one down and maybe the base plate here could be a bit darker as well and here we could do maybe i'll do ctrl r loop cut ctrl r loop cut we can add a little bit more geometry now and here here is one thing i want to make these smaller so scale y just compress them into there ctrl r and here we'll do like could be like windows or something so i to inset
07:13
all d to extrude long phase normals inwards and it creates a little bit of a strange thing here we can actually fix that one switch this one to vertex hold the control key as you move this line and snap it to that vertex and then do the same thing here move it and snap to that vertex maybe there's a better way to do this but you can snap it to the axis of the different vertices there shifts like these and control plus let's just make this slightly darker
07:45
there ctrl minus and then do black there maybe so that could be and then here i want to have some feature as well ctrl r to cut alt shift select that one for edge select all the extrude long face normals and i also want to do something with this corner here so 4 26 on the clock let's do some corner stuff here pick this one shift d duplicate e to extrude l to select the linked and bring it down to there and these are just going to be like
08:16
corner trims so we l to select linked and we'll make them darker as well and l to select the linked let's manually put this roughly on all corners here shift d these will have to be taller i suppose so let's move that on into there and up to there and l to select those links shift the duplicator shift d to duplicate that and this one obviously we can't put it all the way over there but we'll stick one here on
08:49
this corner go in a bit under the roof and out a bit to there and then shift the maybe we'll just put one at the bottom or maybe we can even leave it like that that pretty cool i guess a little corner beam there we could keep it like that uh maybe we'll do something with the roof a lot of maybes here so maybe shift d to duplicate it s to scale it up bro bring it down all the extrude long face normals this is an old school
09:20
roof on a modern building dark and could do or really do anything fancy here i think but here we'll put like solar panel style things so e to extrude that one bring this one down ctrl r let's loop cut it maybe just m times i to insert item set again to get the individual and then just do them pitch black there and i think i'll do this whole thing
09:52
brighter so for some contrast even brighter maybe l there we go l to select the link to shift the duplicator and there's another part of the structure there and another thing that i like to put on the top of the buildings usually is just some small little really simple objects here so simple squares here eat extrude out select links go a little bit brighter and shift d to duplicate that one and we've got two minutes on the clock so we
10:24
can just keep working here let's put a little fake ground here shift d to duplicate this one s to scale it up and now i think i want to bring it down slightly there we go and we'll color right this should we do green just to simulate that it was on a green plot of land or should we go brown no green that is but brighter green maybe and now you can if you've got the time now which we do we can add a little bit more detail let's slant that one maybe and to make a
10:57
consistence i'll delete these instead of just trying to do the same thing i can do the same on this one maybe slant this one and we've got 127 so l to select the link i'll select the link shift d to duplicate that and here as well we've got some time so should we do something here i i like to keep the primitive style but maybe there's something lacking in here we can tilt this slope a little bit make a little bit more interesting and i
11:28
think it's lacking something in here so i'll also do uh shifty duplicate the face move it into there just looked a little bit empty here so e to extrude it and again i'm working with a separate piece of the geometry here and that should be okay control r control r let's move this one into just a bit a little bit more interesting there maybe we don't have any doors or entries
11:59
that's not really needed either and we'll put one more object here i've got 24 seconds we can just put some a little bit more trimmings again super primitive objects here we'll see from a distance when we're done now that it should look pretty good i think you might not think so but from a distance it will look good maybe or good enough at least five seconds to go and a bit empty there maybe but i think we're okay
12:29
that's it time's up and we've made these type of buildings for the rts game and as they are constructed i've created a little animation for them and part of the animation is that the different parts of the buildings sort of appear from the ground and it's also creating like a scaffolding around the building and it's got an arm that moves around like a robotic arm that puts some weld sparks and i'll just show a little part of how you can animate something like that inside of blender and one way to do it if we go to the animation tab let's get the
13:01
look and feel here the same way shadow cavity you don't know what the cavity settings is it's what makes this little shiny edges and stuff here we'll put those on i usually have that when i model and now that we've got that one way to do it it would be to set let's set the timeline to maybe like 90 frames or something and we've got everything is just in one object so the first thing we need to do is separate it so i'll select the ground here p and separate that let's rename that to ground and then let's call this one
13:31
factory and now i need to select everything and do p and do by loose parts and now it's created all of these are separate objects now so one way there's the camera so one way to do it is to animate the different objects like this and there's some maybe it's one easy way to do it but it's got some drawbacks but i'll show you anyway you could select all the objects here's a little tip as well if you don't want to accidentally select the ground here all the time you can go to this little filter and enable this selectable and then for
14:04
the ground here we can untick this little now it's impossible to select this unless you switch that one back on and it even works if you press a to select everything it excludes that one it's not possible to select it intentionally or by mistake so with all these objects now let's press a to select all of them and then i'm going to put on automatic keyframing here and i'm going to go to the let's see we'll go to the first frame here i'm going to do shift space and g and then i'm going to move these down here and that creates a state now for all of these to be animated outside of view
14:36
and then we'll go to frame 90 here and i'll do alt g and alt g brings the box to brings it back to the default location so if we were to play this one now it'll just slide the whole building up and that's not really what we want we want a little bit more modular so one way to do that would be to go to frame five for example let's do alt z so we see through and then we'll take this base plate down here and on frame five with automatic keyframing i'm gonna go alt g and that brings that back to the
15:06
proper location for this one and if we were to press play now that one will animate up from zero or from one here to five really quick and then you could animate up the next one so with the old set to see through and let's put this part to the building of frame ten i'll do all g on that one and that will bring it up to here and if we press play now old said to disable c3 we see that they too they're just popping up like this now and what you could do to make it a little bit more interesting if we first of all i think i'll move
15:38
this keyframe a little bit further in so we'll go frame 10 for that one just to show you how it works and this one will move to frame 20. let's play that one again and here what you could do then is you'll see that both of them start moving at this point it's a bit difficult to see but both of them start moving at the same time and if you want them to appear at the same rate that's uh not so ideal one way to do it is just to move this keyframe g to frame 10 here for this particular building now that one won't slide up until it
16:08
starts here from frame 10. so let's press play we'll see appear up here and another thing i do to exaggerate a little bit one of the principles of animations is that you should exaggerate and uh one thing that i like to do then is on frame eight for example here we'll do outside again to see through i should actually put on the screencast keys here so on frame eight i'm gonna do alt g again and i'm going to move it above above a little bit like this
16:40
and same thing for this second building we'll go to frame so two two frames before that one's finished alt g and move it a little bit too high and then back down so now it does like a little dent like this up and down and if we play this back it'll go up up and then you just keep doing this for all the objects all said we could bring this one up next for example and remember now that we want to move this keyframe the start keyframe to frame 20 so it starts at the same base otherwise they'll
17:10
gradually change their pacing so from frame 20 here we'll go to frame 30 alt g and then i'll go back two steps alt g again and move it a little bit too high and then we should really repeat that for all the objects but this is what the animation would look like it starts to modularly build the object one of the downsides to doing this when you're constructing a factory like this or a structure is that you'll end up with a whole bunch of different actions spread out over all the different objects so
17:43
if you're going to animate it inside a blender i would instead recommend that you keep everything here as one object like we did before and then you create an r mature instead like we've done with a lot of the characters and then you do detached bones in the side of the different building parts and you map the building parts to those bones and then you animate those up and the same way as you did with this one but the benefit then is that everything is going to be inside of one action and it's going to be one object so it's a much simpler thing if you want to keep it inside of unity
18:13
inside of blender i said unity inside of blender blender blender so the difference though is if you're going to bring that into unity i don't recommend using the armature method because if you're going to use bones in unity it's going to be using the skinned mesh renderer and that's a quite performance intensive and you don't really want to waste performance on on that one to have the bones affect the different building parts so what i've done in our game is that i've actually exported it as separate objects
18:43
into one fbx file and then i animated the same type of appearance here but i used the unity animator instead i did all the animations inside of unity so it has a very similar type of a timeline with a dope sheet style where you can create keyframes and you keyframe the xyz position inside of unity so i animated them inside there as unity animations and i kept the objects separate as we have here so i think that one's more performant and if you don't mind animating it inside of unity i prefer
19:15
that method a little bit quicker video this week isn't it so uh not too much bonus material but a little see-through a little hint into the game development that we're making for line war and for the rts game and hopefully gave you a little few tips and tricks to get you along the way to model your own buildings so until next video take care and i'll see you then bye for now [Music]
20:05
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