Let's Model GAME ASSETS (part 1) in 10 MINUTES - Blender 2.9 - Ep. 41

Let's Model GAME ASSETS (part 1) in 10 MINUTES - Blender 2.9 - Ep. 41

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00:00
hello everyone and welcome to episode that was a bit over energetic sorry about that hello everyone and welcome to episode 41 of the 10 minute modelling challenge and uh yeah i'm back to doom and intros now sorry for that last uh jump scare i guess it wasn't but it was uh like a jump into modeling scare so everything's normal now again we're back into doing intros on patreon i had a good fellow patreon there patreon patreon named gary davis and he said exactly like this hi i had an idea for a short maybe series of your 10 minute modeling
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challenge how about making the components for a game a handful of blocks tiles characters a few bad guys coins trees power-ups etc spread over the course of a few sessions i think this would be of interest to many obviously myself included thanks and keep up the great videos i'm so happy that you like my videos gary davis and i'm going to take you up on that suggestion if you've seen my work in the past i've done quite a few platformer stuff not mostly prototypes and ludum dare games i've never really released a full proper platform game but since you're suggesting
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maybe a few tiles characters bad guys that's what i'm going to be doing so over the course now over the next few 10 minute modeling challenges i'm going to be doing some i'll start with the tiles then i'll do the hero maybe the next week and then i'll do some enemies and i'll animate those the bonus material this week is going to bridge you a little bit into the world of unity if you're just doing blender right now and expecting blender tips still going to be doing those but i'm also going to be showing you how this would work to import it into unity how to get the animations up and running how to get those jumps going how to speed things up so it doesn't feel like
01:32
you're in syrup we'll do all of that together what else this week super hard working on the game on the rts having a lot of fun there but i also got a message on my phone today and apparently my silver creator award from youtube is ready to be picked up so by the time you're watching this i would have picked it up but i'm going to keep it in the box and then i'm going to probably crack open the uh crack open i'm not gonna crack open the camera i'll keep it the way it is but i'll switch it on and i'll record myself opening that one probably not the most exciting things you'll ever see in the world but i'm still gonna do it i have to do an unboxing of my
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silver award the projections is that i'll hit one million subscribers in six years so let's hope i can speed this up i'll have to modify the stats a little bit i'll have to jump start that uh algorithm i'm gonna have to step things up again say that a lot so i'm gonna be uh modeling the tiles today that's what i'm gonna be doing i've got my green screen set up again for a change if you uh have a coffee great if you don't have one go get one if you have a cup of tea pretty good if you don't have one all right too if you have a beer like myself pretty good as well oh ludum there 47 is
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up just around the corner this weekend my friends not only i but hopefully you as well and everyone else will be making games for ludum there 47. so i'm gonna be streaming that on my twitch channel so check out the description make sure you subscribe on twitch i won't be talking as much as i did during my 24 hour challenge that was absolutely insane i don't think i've ever talked that much in my life but i will share my screen and i will share everything that i do and then i'll probably jump in maybe three four times knowing me probably eight times and speak a little bit of where i'm at what i've done so far so
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twitch check it out okay okay okay okay okay okay go when we're off yes we are tab into edit mode you know the gel shift space g i already got that visible so hold the ctrl key snap that down let's do a stone block first so ctrl r loop cut it a few times like this just in different directions that should be all right let's get some more cuts here i could have subdivided this i guess but at least i get some irregular looks so oh to get proportional let's get some jagged or not jagged let's
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offset this a little bit into some sort of a stone block should be all right let's move these top so top view here get these edges in a little bit as well i'm going to make a stone tile to begin with here and for the stone tiles first of all let's duplicate that one and hide it because i want to be reusing that one and let's so we're going to make a traditional stone blocky is there such a thing o to get the proportional off g to move that one down maybe like this let's get this corner out as well get e
04:07
to extrude that on let's scale it just so we can rotate this one and have it from a few different angles later on because then we can get some four different looks of it even though we're just using the same one and then let's do some cracks here so i'll do k for a knife tool slice this one like this and there's our first crack in the stone mark those eye to inset and uh let's see we'll do s to scale it down just and then make it darker
04:38
that's it let's make one crack here as well for good measure so maybe this one will go a bit cross like this oh and i clicked the wrong key wrong key so let's do that again send it across enter i will get this one all the way to there come back across and here just to break it up even more do it like this and then k again knife cuts why have i got an extra line here x to dissolve that vertex don't need that one
05:10
so here shift select these and then do i to inset but not too much and s to scale it down and here's another crack so we'll make that darker as well and to here we can tweak a little bit okay this is gonna have to do let's do the projection as well so three a to select everything uv here we have to do project from view and then a scale scale it down and here's our gray block with the shade
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on and now apparently i messed this up so let's do chef select these again and how am i doing 723 just for this very block here make that darker so that's our stone block let's uh hide that one and then show this one make a dirt block as well so a to select everything move it to brown maybe too dark so let's make it brighter fix that problem g this one i think old said to see through
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front view scale z g to move it up to there alt set again to get rid of that one and then here just make it a little bit more like dirt like irregular like this okay and here maybe we'll get the center down and here we'll get e to extrude that one has to scale it so i should be all right hard to rotate it get this in as well top view seven on the keypad g g and i think we're all right like that
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now let's do some grass as well so i kept the this top here deliberately flat because we're going to put a collider to run on here so i want to keep these a little bit flat but here let's do uh shift d to duplicate that one and then here we'll do e to extrude it l move it down again and actually before i do that let's make a little slit here as well so we can have some grass coming off to the side maybe okay delete that one delete face select everything l to select the length
07:16
e to extrude it and l to select everything g to move it to a green and here let's do alt select here to get the loop cut but i'll deselect those alt e extrude long face normals scale z bring it down and that's our tile top here and we can rotate that as we want to have that slit in different directions okay and we're going to separate this l and then p to separate that to selection and then i'll name these afterwards this is just the modeling part so okay
07:48
let's make some here we'll copy this one let's go to front view select this one shift d okay what happened there move it to here scale is y here we'll do like a scale x how am i doing 50 504 control r let's look cut that one a few times here's going to be like a just a backdrop thing that we can use as a little hedge or a bush ctrl r
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alt s to scale it i just want to keep it super simple low poly like this so e to extrude s to scale let's scale that on maybe e to extrude that one as the scale that's it that's going to be our little bush thing and then uh here we'll do a tree as well but first of all l p separate that one selection here let's make a tree i'm gonna have these sticking out from the back of the thing i don't want to interfere with the gameplay so i'm going to e to extrude that on let's go to side view or to rotate e to extrude and let's grab this one side view e to
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extrude s to scale and then control right click just to unscale control right click scale control right click scale control right click and scale that's it and then here ctrl r for loop cuts let's grab this one you know the gel e s the scale r to rotate e to extrude i could have right clicked shift right click as well of course or to rotate that's it and then here let's put uh let's do uh l to select the link to p separate
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that on to into the tree and then we've got 347 so i'll shift right click there it's coming autumn now so let's do shift a ico sphere select that one shift select this one ctrl l and get the materials across tab into edit mode a scale zero let's get that into a nice orange for the autumn colors here and then front view o for proportional g z and then here now let's just get this into some sort of a a tree foliage shape here
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um that should be okay for this tree that's it and for the tree here we need to also get that so uv and project from view that's okay it's not perfect but we'll have to do just to get that shade as well and then here we should do the same for this l and then front view uv project from view this takes a bit of time but it should be all right scale that on okay and for the tree here now we'll do
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this one is okay so shift d to duplicate that one and then we'll hide this one before let's make it a little bit awkward all set to c3 got two minutes to go g to move that on r to rotate it i just need to make it a little bit different here so g to move that on okay oh to get the proportional off this will be okay this just needs to be slightly different alt said and for this another set of leaves here we'll do uh oh before i do that i have to tab a to
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select everything and then uv this takes a bit of time let's make that one red instead it's autumn leaves and i'm losing my voice again shifty i always time that so a to select everything let's make orange 152 g to move it d to move that on g to move j let's move it g and g g g okay and then let's do we have to do one more
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autumn tree here so g let's get that one to hang down a little bit so we can see that it's looking a bit different anyway let's make this one really yellow popping yellow there that's it and we should make a coin as well it's a platformer first of all i'll do a let's see shift c shift a let's do a cube i want a crate here so great it's a create control p no control l material tab
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okay can i have can i get some uvs here a why where is it a a scales yeah one minute to go g would okay let's make it fasten eye to inset itunes set again for individual alt e extrude long phase normals g make it to darker that's our crate now we need a coin as well so we'll do h to hide that one shift a i've got 46 seconds to make a coin cylinder we only want 16 because it's low poly remember
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uh shift select that one control uh i can't even think now l material a a scale zero we've got 32 seconds make it a gold coin oh why is that one there it's still in the tree here what's going on and why is it going on l scale said ah 18 seconds scale zed skill scale it down select this one come on i've got 11 seconds crying out loud high thinset eats it oh no
13:04
alt e to extrude long face normals and that's a scaled down two seconds to go that's our coin [Music] have you got everything that we need for a level now i don't know let's check it out let's see what we ended up with here why am i in full screen what happened there i have no idea what happened how did i even get into full screen okay we've got uh first here we've got
13:36
the stone block so we should name these f2 stone tile stone and put tile first so they sort together then here we've got uh we can press f2 in this view actually f2 so tile dutch and we can move this to the side note and this is just a grass top so but i'm still going to name it tile i think so we know tile grass top now we've got the coin here f2 coin i think i'll right click on this one and
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do just set origin origin to geometry there so here's our coin rotate x 90. then here we've got a bush so f2 push push push [Music] and we've got here's a tree trunk one tree trunk one let's move that on to the side and we've
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got some other stuff here we've got there f2 tree trunk two here we've got uh tree top one and since it's autumn i thought i'd do these colors tree top two and we've got three top three and what else do we have crate crate so how many objects do i have we've got one two three four five six and then i guess it's like seven eight
15:12
nine different trees if you're got your imagination we can do another episode as well with some more props but i think this is a good start so uh now straight into the bonus material let's uh save this one first of all and bring it into a new unity project shall we put in the comments below some bonus objects that you'd like to see in this platformer so and we'll get those implemented as well it's going to be a fun little mini-series isn't it let's start up unity i'll use the latest and for this one i think i'm going to keep it simple so i'm going to do the universal render pipeline so the traditional stuff in unity would
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be the 3d pipe render pipeline here or the normal one and then you've got the high definition render pipeline but that takes uh could take a lot of extra work and customizations to do but it does look sweeter nicer on high-end platforms but the universal rendered pipeline is the new thing if you want to create mobile games or simple games on your own this is probably the easiest one well the reason why i'd like to go for the one of the newer pipelines is because shader graphs as far as i know it's not supported in the old pipeline and i want to create my shaders using the graphical uh spaghetti machines so i think this one's
16:14
pretty good so let's go for this one it used to be faster kritis let's play this meanwhile [Music] [Music] [Applause] hey come on still important welcome to unity2020.1.3 f1 yeah that's it and it's created these example assets and for some reason it looked a bit
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funky now it doesn't anymore if you start uniting it doesn't look this nice sleek and black it's because i've actually paid money for this dark skin it's uh part of the plus package or the pro package so uh otherwise you'll have to put up with those old windows 311 colors the light grey but i didn't just get it for the colors but pretty much that was most of it because i prefer this look anyway let's get rid of these example assets we can get rid of everything apart let's leave the camera and the light so let's just select all of that
17:24
delete gone don't need it and we don't need the reflection probes i could have just deleted that one nice and clean here let's delete this folder the assets folder we don't need that one and tutorial info gone read me don't need that it used to be just a camera and a light when you started a unity scene starting to get a little bit bloated no this one let's just leave that for now camera oh well let's just leave that one example blah blah okay let's not get too involved here
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move this one down maybe to here and all the way over to here maybe that's it we've got the scene view here if you haven't seen my video learn the basics of unity it's a one and a half to two hours long i think and you should check that one out because i go through everything from the start and ground up so you'll be an expert at being a beginner if you watch that one check it out check the description the first thing we need to do is we need to export these assets now and i'll go to you could import the blend files but i always prefer fbx files first of all they're a lot smaller than
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the blend files so they're smaller they bake the animations down to smaller files i've said smaller about three times now and it used to be that you couldn't send blend files to the asset store but i think they've since long changed that but we're gonna do fbx files here so i'll do file export and before that actually we can also select all of these and then let's press alt g and move them all into the center because now when we import them into unity they'll all be in the nice center here so when we create our prefabs they'll be nice and centered they're not going to be offset somewhere far in the distance
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and there was no coincidence by the way that i created let's hide these that i created the tile here at the bottom so it's pretty much flush on the ground here where the character is going to be running so it makes it a little bit easier to create the platforms instead of having these centered as well because the pivot point if you rotate these are actually there so a little trick for you there alt h to unhide everything h to select everything and let's go file export fbx 10 minute platformer miniseries assets here we can just create a folder
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called i like to call it meshes go in there and then we can save this as one fbx file and let's just call it level parts one we can do another episode if we need some more models so i'm going to check selected objects here we don't want to risk getting anything that's hidden or the camera and here i'm going to do apply scalings we'll do fbx unit scale and then we'll do this one oh they've renamed it apply transform we're going to do this used to be called experimental applied transform but they named rename that now
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in 2.9 to apply transform what this does is that it applies the rotations and scaling so when you import it into unity the accesses will be correct and it's pretty good if you're going to do it for non-animated characters this works fine but if we're going to do the animated characters in maybe episode 2 or 3 of this mini-series then we're gonna see how to do that then you can't just do this alone but for this for static objects it works great so let's hit export did i forget anything nope and since i saved it in the assets
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folder now you can see that that folder was created here the meshes one and it's already here level parts so i can drag this one in to the scene and everything's white now because we haven't imported the material so you can download this pallet file from the description as well i got this gradient texture here so let's drag that one into material maybe i should have put a textures folder there but let's keep it here for now and then on materials now i right click create material and let's call it common because we're going to use the same material for most objects so
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increase performance and make it a lot simpler we'll take this pallet file or pallet texture and drag it onto the base map and then here we have to do a few things we have to actually i don't have to do the interpolation now this this texture is a little bit bigger than the other 8x8 pixel textures since i've got these gradients it's not too bad so that one should be all right but we'll get the smoothness down so you don't get that shine and that should be it we can expand this one now select shift select all of these
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drag this common material onto here and there's our colors for our objects and the top here is the scene view so this is the where you edit your game and this one down here is the camera for the game itself so we can reposition this camera maybe we'll just reset this one out zero zero zero on everything here in the inspector and then we'll just move the camera to over here in the z direction so unity operates in the z direction for forward to backward so maybe a distance of here would be good i see that the fog is a little bit strong so we can deal with that in a
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second we don't really want them all these objects to be part of this apparent objects so i'm going to be right clicking here and do prefab unpack completely and then we can shift select these and drag them down to here delete this parent object and now they're all nice and separated here so next things next we need to rotate these into place a little bit so this object we should have maybe rotated the tree let's separate them a little bit first so i'll hold the ctrl key to snap move them it's not necessary maybe but
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i'll like to do that let's move these to the sides of it so we see what we've got coin here the dark one and finally just the grass here that can stay on top there maybe and first of all we i think we need to get rid of this fog it's a bit too strong so so for this one i'll just go to window and we can go to uh where do we go rendering lighting snap that one into here i think i might have accidentally deleted the post-processing stuff so what i'll do is i'll say this is a new scene
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save as scenes and then we'll put we'll just name this one game and then i'll actually load the sample scene again and make sure yeah we've got i forgot to to keep this post processing volume we can bring this one across maybe we'll press ctrl c to copy it while it's selected double click on the game scene and ctrl v and we've got that post processing back in here and i also want to get rid of the fog i think so let's go into the lighting tab that we added before and then go into the environment here and we've got fog if i disable it it
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goes a little bit crisper but maybe we'll just decrease it at least so have it a little bit of a further distance like this and then maybe we'll also a lot of maybes here rotate the light or maybe we'll have this light angle okay we can assemble these trees now as well so w is to get this little movement tool here move it up just place it on top of the tree there this one you have to click on it in the scene view here let's go grab the red one
24:10
there we go we can create a few different trees from uh from this look so if we just we could rotate this in different directions oh no g you can't move with g here keep doing the the other keys there but that's okay we'll move this grass as well shift ctrl d to duplicate here in unity hold the ctrl key to snap it to there and we should also raise the camera up so go back into the inspector here higher let's see raise it up and have it rotated down around oh a
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wrong wrong along the x-axis maybe so i think i'll move the camera back a little bit further to make it smaller like that as well one thing i don't really like about the unity skybox is the fact that it goes from blue here into this gray i'd like to somehow keep it going into a light haze all the way but you seem to be pretty locked we can change the material a little bit if we go to the skybox material here and then the inspector i can change the ground here to a whiter
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or a blue so but ideally i'd like to keep this blue all the way further down so the whole sky is blue and you can't really do that one so i'll probably replace this skybox with something else a little bit later on the thing that's nice about the skybox is that it follows the light really nice so if you wanted to make a knife game or like that it's a it's a clock cycle then it's pretty cool so i wish i could just move this line down a little bit okay so let's mock up a little level here first maybe i'll duplicate this one ctrl d as well w to get this move tool
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out this one up here as well and alt key to rotate that so there's our different it's going to be an autumn game since it's uh coming into the autumn time of year for the coin here we could make it shine a little bit if i do move that one into the center here a bit and up but this one i will actually create a new material so let's do a ctrl d to duplicate that one and put its coin let's call it coin and for this one we can keep the base map but we'll tick emission here and
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then i'll click on the hdr here first we'll change it to an orange and then i'm going to bump the intensity up here and we also have to assign it to the coin that's it whoa slightly too bright pretty neat shines pick that coin up so but let's reduce it we can't have that much shiny so maybe just a little bit so it glares when it rotates you can look here let's go to the coin again let's increase the smoothness and metallic
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and now let's uh mock up a level maybe we'll rename this one we'll drag the treetop onto the right tree trunk which is not that one it's this treetop will drag onto the hierarchy of that tree trunk and then name this one tree one and then this tree top so look we'll drag onto that tree trunk call this one tree two and this one we'll have to do again
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so that tree top onto that tree trunk name it tree tree three tree t3 tt 3 3 3 t3 and at least we have to rotate the trees because they're facing in the wrong direction we're going to have the camera facing from here so maybe these will select all three of these and rotate around the up and down y-axis by 180 [Music] what i just done now you should avoid doing because uh you'd create yourself a lot of repetitive work if we did it this way a
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better way to do it is actually to make these into prefabs first i forget that sometimes myself so i'll right click here create a new folder call it prefabs prefabs are prefabricated objects that we can reuse and change only once and they'll all change together and here i can just let's back up a little bit ctrl move it so here we'll drag these individually now into the prefabs folder you see how they turn blue and this way we can actually reuse them
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quite neatly so that's all we're going to be doing now create move coin move it to there bush that's it that's all of them but now so we can move these aside another benefit now is when they're prefabs you can click anywhere on them and it won't select this uh child object it'll actually select the prefab for you straight away we can move these to the side and now we can do the same here now i'll do ctrl d duplicate it and we'll rotate that one
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90 degrees ctrl d and just mock up a super simple level here 180 degrees here we'll make the first jump ctrl d okay we should actually keep this on on an even so i'll do minus four on that one here we'll do minus two you can change the interval it'll make it a little bit easier to edit because the the default snap has been changed to 0.25 so to change that we go to edit grid and snap settings and just change it up here to one
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instead and then we can do a rotator as well let's do it 90 degrees we're not going to rotate anything less or 45 degrees maybe now it'll be a lot easier grab that one ctrl d snap it now it goes all the way to there that's good let's copy that one we can rotate maybe 270 degrees ctrl d 270 is the same as -90 to be honest this one you can rotate 180 as well
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because we want these at the back here ctrl d on that one let's rotate that one 90 degrees ctrl d snap click it to there minus 90 same thing as before and then here we could create a little jump ctrl d again so this is going to be the first jump on the platform here we'll have a crate or something so that one's a bit offset so 20 there maybe you can run on some crates
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we'll put a crate here for testing and one here to jump up on so this could be our little test level now this tree can't be in the air there so let's move that onto there this tree move it here and up that's it and then we can press play here and see what happens so now we brought these objects into unity the next uh we can final thing that we'll do here is i'll right click and do create empty call this one level first i want
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to make sure that this one is on zero zero zero and then i shift select all of these i can shift select all of those and ctrl select that one to deselect and move it into the level now we can out of sight out of mind collapse that one a little bit let's see what we could do to make it pop a little bit more maybe so maybe on the main camera we could tweak the rotation of the light and see if that has any impact we'll find an angle that we prefer more maybe i guess that's pretty good another thing we can do is in the post processing here we've got the vignette we could increase
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the intensity of that a little bit make it a little bit more dream like and then maybe the bloom should we boost that one a little bit maybe not maybe do some color adjustments exposure up slightly contrast we could bump maybe down with the exposure again and up with the contrast maybe we'll make that coin rotate as well see what that looks like so we'll create a little first script here right click create c-sharp script rotator
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drag it onto the coin we can do that here in the hierarchy rotate rotator onto coin double click on the rotator and all we're going to do here is expose something we'll do uh serialize field to make it show up in the inspector you could have just typed public as well but this is the proper way to do it and then we'll do vector 3 rotate vector and here in the update i'll do transform
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dot rotate rotate vector times time dot delta time that's it so we need for this one to rotate well we need to set a value here as well of the coin rotation it's going to rotate around its y axis up and down by maybe 180 degrees per second okay it's spinning like a wheel now so that was the wrong direction let's spin it around ah the local axis for this is uh off so we could fix it but for now these have
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got the correct accesses yeah it's just a coin that's got let's see local these axises are correct but this coin had rotated before so we'll just have to rotate around the z axis instead then that's it that's our coin and we can duplicate this one maybe two all right everyone that's gonna be it uh so we've uh model ourselves uh a few tiles now for a platforming game and some environmental objects a little coin and in the next episode i'm going to be modeling the hero so next week for
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episode 42 of the tenement modeling challenge let's models ourselves a little like mario style hero and then we'll bring for the bonus material of that one i'll bring it into unity and have him maybe run do some basic physics have it accelerated into a nice platformer tactile feel and then have him jump and things like that so that's going to be the next week hope you enjoyed this episode and please come back next week for another 10 minute modeling challenge no this is my favorite actually no not that one the battery in this one has lasted over 10 years i bought this one
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for when we had our first son aiden he's 10 years old now and this is the first toy i ever bought for him check this out i love this sound don't like that sound i like this sound [Music] yep that's my favorite anyway that's going to be it for this week folks i hope you enjoyed it it was a little bit different this time around and we're going to continue this mini series so next week i'm going to be for episode 42 i'm going to be modeling the hero that's going to be jumping around on this platform so i'll model him and rig him probably in the 10 minute challenge and then i'll do a jump and run
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animation and then we'll bring that into unity and make sure that he can run around and have the camera follow him a little bit on the level so that's gonna be next week and don't forget now we've got ludum there coming up this weekend so make sure you prep that tell your i told my wife a little bit late this time that it's going to be this weekend so my kids have sort of learned to live with the fact that i'm going to be locking myself in the basement for that period of time but i'm going to be locking myself in the basement for that period of time make sure you join in on ludum there if you can and i'll check out my stream it'll be in the description so
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my twitch stream i'll show pretty much everything that i do during the coming weekend and i'll break in a few uh comments here and there as well but i'm gonna not gonna be doing as much talking as i did for my 24 hour stream so give it a thumbs up if you liked the video and don't forget to subscribe if you haven't already until then take care have a great one i'll see you then bye you

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