Every single unreal engine 5 beginner video starts with level editing and blockouts but for godot this is basically the only video wich really actyally shows the process. Much needed video, thank you!
Why has it taken so long to find someone that discusses what we really need to know? Watching you set up the blueprint with basic meshes then replace them with the game assets is something I was so happy to see.
In most artistic industries it's called the block out phase. Even when learning how to sketch for comics, landscaping, or architecture, you use primitive shapes to get the general scope of the design, then erase those and replace them with the more detailed shapes.
This video is SO good. If it was a guy saying "and then you click this button because it'll increase exposure, then you use this slider to adjust the volumetric fog so that etc etc* it'd feel overwhelming, like "How am I supposed to remember all of that, and I don't understand those names, and why specifically this button and that slider etc". But watching this guy makes you realize that it's not about knowing what the terms mean, and it's not about knowing which buttons to click in which order, it's really just about testing things and seeing what you like the most. The way he sometimes just clicks a random checkbox without knowing what it does to see the changes, it makes you realize that you don't need to understand everything you're doing there, you just need to make something you like Also gorgeous scenery 👍
Aside from this being in Godot, this is the best explanation of 3d environment process for a beginner that I've seen. You make it seem so easy to come up with ideas and put them into the scene. Please make more, it's really valuable!
Oh, I can't believe it, this tutorial is quite impressive, you have taken advantage of the advantages that Godot 4 has, it is the best I have seen so far, thank you very much, seeing these things, I can say that Godot does not have to envy Unreal Engine
This is really nice video! We really need more artist oriented content, where things are explained using common concepts that are actually rarely known in Godot community. I watched it thoroughly and learned a lot. Keep up a good work!
I was blown away by your temple scene which lead me here. Fantastic video, I learned a lot. I'm impressed how with only simple textures the scene can look this good just because of the lighting. I would love to see you put together a primarily night scene.
Awesome work! I've been following you for a while now even though I'm mainly a unity developer, because I've taken a lot of interest in godot for it's consistent quality in 2d and 3d. And sadly here I am now after the unity shenanigans trying to switch to godot and watch its tutorials but I still feel a bit excited about it. I think your videos, tutorials and the games you make are amazing and have extremely good visuals,. I wish you all the best and I hope your channel blows up after getting the attention of the ex-unity devs who had the courage to change engines.
Thanks for the super nice comment! I hope you have a "as smooth as possible" time in Godot! I really feel sad for all Unity devs out there who now have to face this shit situation 😵😵
Thanks for the video. I think that is one of the few -if any- videos that goes in detail about the World Environment node, which is really the most importat hack to get proper visuals imo.
Thank you! This is exactly what I have been looking for as I start y journey in to learning Godot. This is better than some of the college lessons from the courses I was taking for environmental design.
This really is a truly excellent video. Please make many more in this style :) It was really nice to see the full approach when you block out a design in the engine to get the shape and feel and then replace with assets as you go. And of course this was a great look at lighting techniques in godot. I look forward to more videos that show full environment building like this!
This video was very interesting to watch. I just loved how you didn't edit or skip much of your process and let the viewers go through the whole process of how you are thinking. Also, how tiny changes make a big difference in the end.
This is the exact type of high quality, informative video the Godot community needs. I wonder if you had any experience with interior scenes, and how you might approach the lighting Also a good baked lighting tutorial would be amazing as well Thank you for your efforts and great video
Icompletely agree with this and I too would be very interested to see the same ideas applied to building an indoor environment (make even a combo of indoor and outdoor to get a feel for how to have both indoor and outdoor lighting in a world). Please keep up the good work and thanks @picster.
I agree. I am working on a partially pro bono project that has a small onboarding game for kids to get used to a building (think Ronald McDonald House). I would love to see a video like this for interior scenes. Granted, the place I’m making has an entire wall that is a window so it needs global illumination with interior lighting, but I could use this kind of in depth, loose, think through things step by step approach to create the best scene that I can.
We need more videos like this one. People need to see that in Godot 4, you can create perfect 3D scenes that are fully comparable to competing engines. Excellent work! Keep it up. 😎
Your video helped me a lot. From understanding how to blockout scene properly to environment settings, which are really overwhelming. Also I love the style very much. Want to recreate similiar fire in my game. But actually I think it is more convenient to control day & night cycle in code, as well as environment parameters. It allows to create complex mechanics. Anyway thanx a lot for your work, really would be happy to see more similiar videos👍 If you have a course I would be happy to buy it😀
Very great tutorial man and amazing looking end result! I also really like the style of your assets! Do you plan on creating a video on how you made them?
This looks great! Thanks for this tutorial! What are your inspirations for this particular art style? I really like it: the soft edges, the simple texturing, the shading, it just looks very smooth.
Absolutely amazing, on an HDR display in fullscreen, wow ! Did you forget to add a VoxelGI node though ? It makes a big difference in the original demo
Now my son wants me to do the same and im having hard time explaining him how tough this is, and not just the godot techniques but mostly the art behind to make a "simple" scene astonishing with right elements positionning, color palette, lights and shades, ...
i like how the sun move like a pendulum while youre testing it... it could be a nice concept for an fictional world, an planet that moves like a pendulum and the result can be seen in the day / night cicle (or lack of night)
Thanks man, this is what i needed when tried to find tutorials about godot 4 new render features. So all those new Godot GI aproaches doesnt require rtx cards, right?
I wonder if when you were talking about the right side being too heavy if something like a campfire in the shade or a tent of a lighter color would have helped? Like would that be an option or would it exasberbate the issue?
I don't know what moment you mean exactly. In general there are tons of options to balance a composition. Shapes, color/contrast, detail level... So there is almost never only one solution!
@@picster It was at 21:21 you were talking about the cliff on the right being a bit of an imbalance to the composition. My first thought, and I think it was because of a lot of people saying nerfs in games feel bad, was to add something, and because of it being partially do to the amount of shadow, my thought was to add either a campfire, for more light, or a lighter colored tent to kinda mirror the shape the light produces on the left that was fairly triangular. But my next thought was, would adding things to the "Heavy" side be an issue, because it might just bring more focus to that side. That's where the question came from.
@@yzgrdyn-WiseGuardian- nerfing things is bad because it was better before that. It's not a nerf before a baseline is set 😁 It's hard to say if it is better without looking at it.
What is the shortcut to duplicate the elements without linking them?? As I use Ctrl+D to duplicate the MeshInstances3D, but when I change the dimensions of one, all of them change at the same time, and I do not want them to be linked... This bug is driving me crazy... Please, someone HELP ME!!
It's not a bug. You duplicate the MeshInstance, but the mesh is a resource that is not related to what you duplicate. You need to "right click -> Make Unique" oin the mesh. Or you just scale the mesh instance instead of changing the dimensions of the mesh.
How would this work for an open world game. Would the World Environment be the same in different areas of the world (eg. islands). I would want different islands to have different environment and terrains, i wouldn't want a desert environment to have the same fog as a snowy tundra. How would I go about this without having different scenes?
I don’t fully understand that but I’ll try to do some research on it Or i could have a particle system put in place over different areas. I dont know if this is possible or not in Godot. Im coming from unity haha
@@kevz_14 Imagine one area has a ambient light property that is set to red and the other area has a ambient light that should be blue. When the player moves from over area to the other, you can lerp/interpolate between those two values and set that property on your World Environment.
Is it me, or when the light source moves the actual source doesn't change - ie no shadows move? I found this while following along, I dragged the light source and only the angle changes anything in the scene
This is the way a directional light source works. It is only dependent on the direction (the angle) and not on the position. That would be a positional light source (Omni, Spot)
@@picster Holy shit that makes sense. Thanks! I've only used Godot a bit so far, mostly for 2D so I'm basically speed-learning a bunch of stuff today to do a 3D project for a friend. Current issue is trying to import 3d assets intended for unity that have animation sequences. Going via Blender because the source is a bit of a bucket of bits. This tutorial has helped me a *ton*.
Great video! I havent tried Godot 4 yet, Im wondering which of those settings will be used mostly in a low poly room, or low poly dungeon. I see so many games with low number of polygons but they look great just by lighting (at least thats what I think, Im not sure if they have materials on walls or something). I hope it will be easy with Godot 4 to make indoor scenes too.
Edit: Oh I just got to that ending I thought you were just going to say bye ;DD Love it, coincidentally you wouldn't have this scene for download to test and compare to your other scene, please? ;)
@@picster Btw I just realized watching this again (still love the scene, I keep coming back to the demo :D), pressing on the Perspective button in the top left corner of the viewport then in the context menu at the bottom you can align anything selected with the view in case you haven't noticed this little unfortunately hidden gem.
This totally depends on your hardware. The features I used are pretty high-end, play around with the settings, especially render scale if you are on a bigger screen.
Ich habe schon rausgehört, dass Englisch nicht deine Muttersprache ist. Ich fand das Tutorial gut, allerdings konnte ich nur im Kompatiblitätsmodus arbeiten und da haben einige Licht-Effekte nicht funktioniert. Außerdem musste ich mir in Blender selber Felsen basteln, weil das Asset von dir nicht aktzeptiert wurde. Naja, Godot 4 ist aber auch noch eine Alpha-Version. Ich hoffe, dass der eine oder andere Bug noch aufgelöst wird. Auf jeden Fall konnte ich mit deiner Hilfe auch eine ähnlich-schöne Weltszene basteln.
Great video! I'm new to Godot so watching through the whole workflow of composing a scene is great for me. A tip I found elsewhere is that you can align the camera to the current view similar to Unity, you just need to set up a key bind for it: ruclips.net/video/Dl-x6DLVcdU/видео.html
@@picster well, first of all performance. Poor Shadows, ambien occlusion and lights. Problems when the mesh has multimaterial and problems with large projects.. but Godot are improving and I hope that in a few years it will be an alternative for other engines.
Every single unreal engine 5 beginner video starts with level editing and blockouts but for godot this is basically the only video wich really actyally shows the process. Much needed video, thank you!
Why has it taken so long to find someone that discusses what we really need to know? Watching you set up the blueprint with basic meshes then replace them with the game assets is something I was so happy to see.
In most artistic industries it's called the block out phase. Even when learning how to sketch for comics, landscaping, or architecture, you use primitive shapes to get the general scope of the design, then erase those and replace them with the more detailed shapes.
This video is SO good. If it was a guy saying "and then you click this button because it'll increase exposure, then you use this slider to adjust the volumetric fog so that etc etc* it'd feel overwhelming, like "How am I supposed to remember all of that, and I don't understand those names, and why specifically this button and that slider etc". But watching this guy makes you realize that it's not about knowing what the terms mean, and it's not about knowing which buttons to click in which order, it's really just about testing things and seeing what you like the most. The way he sometimes just clicks a random checkbox without knowing what it does to see the changes, it makes you realize that you don't need to understand everything you're doing there, you just need to make something you like
Also gorgeous scenery 👍
Aside from this being in Godot, this is the best explanation of 3d environment process for a beginner that I've seen. You make it seem so easy to come up with ideas and put them into the scene. Please make more, it's really valuable!
Thank you! 🤩
1:09:00 this is the best part, discovering new techniques for lighting as you film!
This video is so inspiring, really makes me want to design a mystical desert themed game. Thanks for the great information!
This was amazing, I'm a 3D artist trying to learn Godot, and this was so valuable. Thank you.
Oh, I can't believe it, this tutorial is quite impressive, you have taken advantage of the advantages that Godot 4 has, it is the best I have seen so far, thank you very much, seeing these things, I can say that Godot does not have to envy Unreal Engine
Wow. All I can say is wow. Industry standard workflow fully exposed for free.
Thank you!
I can't say if this is a industry standard workflow 😅
It's just the workflow I use for that!
This is really nice video! We really need more artist oriented content, where things are explained using common concepts that are actually rarely known in Godot community. I watched it thoroughly and learned a lot. Keep up a good work!
I was blown away by your temple scene which lead me here. Fantastic video, I learned a lot. I'm impressed how with only simple textures the scene can look this good just because of the lighting.
I would love to see you put together a primarily night scene.
Thank you, I learned a lot! Goes to show that good atmosphere is not necessarily tied to high poly assets.
Awesome work!
I've been following you for a while now even though I'm mainly a unity developer, because I've taken a lot of interest in godot for it's consistent quality in 2d and 3d.
And sadly here I am now after the unity shenanigans trying to switch to godot and watch its tutorials but I still feel a bit excited about it.
I think your videos, tutorials and the games you make are amazing and have extremely good visuals,. I wish you all the best and I hope your channel blows up after getting the attention of the ex-unity devs who had the courage to change engines.
Thanks for the super nice comment! I hope you have a "as smooth as possible" time in Godot!
I really feel sad for all Unity devs out there who now have to face this shit situation 😵😵
Thanks for the video. I think that is one of the few -if any- videos that goes in detail about the World Environment node, which is really the most importat hack to get proper visuals imo.
Thank you! This is exactly what I have been looking for as I start y journey in to learning Godot. This is better than some of the college lessons from the courses I was taking for environmental design.
Thank you for this. Its really reinvigorating. I havent worked on my game for a while. But watching this makes me really want to continue.
Nice, that's great to hear!
This video was really helpful! Although normally I don't like stream-like tutorials, you do not waste any time and explain everything in detail.
This video format is amazing! Helps those who want to learn and is enjoyable to those that just want to watch, please make more!
Really insightful to see your workflow 🤩
This is amazing -- I'm just getting started with Godot and this has been a great crash course for what I'm interested in :D Thanks!!
Awesome! Welcome to the family :)
This really is a truly excellent video. Please make many more in this style :) It was really nice to see the full approach when you block out a design in the engine to get the shape and feel and then replace with assets as you go. And of course this was a great look at lighting techniques in godot. I look forward to more videos that show full environment building like this!
This video was very interesting to watch. I just loved how you didn't edit or skip much of your process and let the viewers go through the whole process of how you are thinking. Also, how tiny changes make a big difference in the end.
This is the exact type of high quality, informative video the Godot community needs.
I wonder if you had any experience with interior scenes, and how you might approach the lighting
Also a good baked lighting tutorial would be amazing as well
Thank you for your efforts and great video
Icompletely agree with this and I too would be very interested to see the same ideas applied to building an indoor environment (make even a combo of indoor and outdoor to get a feel for how to have both indoor and outdoor lighting in a world). Please keep up the good work and thanks @picster.
I agree. I am working on a partially pro bono project that has a small onboarding game for kids to get used to a building (think Ronald McDonald House). I would love to see a video like this for interior scenes. Granted, the place I’m making has an entire wall that is a window so it needs global illumination with interior lighting, but I could use this kind of in depth, loose, think through things step by step approach to create the best scene that I can.
We need more videos like this one. People need to see that in Godot 4, you can create perfect 3D scenes that are fully comparable to competing engines. Excellent work! Keep it up. 😎
Hell yeah this is what i am talking about
very very great and helpful. I'd really like more of those!
I'm glad you made this tutorial.
Your video helped me a lot. From understanding how to blockout scene properly to environment settings, which are really overwhelming. Also I love the style very much. Want to recreate similiar fire in my game. But actually I think it is more convenient to control day & night cycle in code, as well as environment parameters. It allows to create complex mechanics. Anyway thanx a lot for your work, really would be happy to see more similiar videos👍 If you have a course I would be happy to buy it😀
this was incredible. really really inspired by the tutorial
watching this is very satisfying. i wont do something like that myself of course.
Very great tutorial man and amazing looking end result! I also really like the style of your assets! Do you plan on creating a video on how you made them?
This was very informative. Thank you.
Thank you for this master class !
so amazing. thank you so much.
Thanks for the free tut. Godot 4 is really good.
Looks great. I underestimated power of godot in 3D scenes
found another level designer, nice! :)
This looks great! Thanks for this tutorial! What are your inspirations for this particular art style? I really like it: the soft edges, the simple texturing, the shading, it just looks very smooth.
20:20 looks like i wasnt the only one who thought it was strange to have those round shapes
Wow all this time I thought all 3D models has to be done in blender. Love this video ❤
can't thank you enough, thanks anyway :D
amazing
Absolutely amazing, on an HDR display in fullscreen, wow ! Did you forget to add a VoxelGI node though ? It makes a big difference in the original demo
Perfect tutorial.
really good tutorial thank you! earned a sub :)
The tutorial that i needed
I want more 1 hour videos like this
My laptop almost explode after run this demo.,
This look like cinematic..
Breautifull.
godot can do some awsome 3D stuff
Great video! Can I find the assets somewhere so I can go along?
Yes, there's a link to a github repo where you can find everything 👍👍
Now my son wants me to do the same and im having hard time explaining him how tough this is, and not just the godot techniques but mostly the art behind to make a "simple" scene astonishing with right elements positionning, color palette, lights and shades, ...
Hm, yes - It's a lot of composition. But I am a fan of letting people try 🥇
i like how the sun move like a pendulum while youre testing it... it could be a nice concept for an fictional world, an planet that moves like a pendulum and the result can be seen in the day / night cicle (or lack of night)
So basically northpole at summer 🌞
@@picster kinda off
Thanks man, this is what i needed when tried to find tutorials about godot 4 new render features. So all those new Godot GI aproaches doesnt require rtx cards, right?
No, just a good PC 😃
I completely missed how you made those few small particles that reflect the light O_O"))
If it's there, then it should be somewhere in the video. Of not, check the repo to see how they're made 🎉
I wonder if when you were talking about the right side being too heavy if something like a campfire in the shade or a tent of a lighter color would have helped? Like would that be an option or would it exasberbate the issue?
I don't know what moment you mean exactly. In general there are tons of options to balance a composition. Shapes, color/contrast, detail level... So there is almost never only one solution!
@@picster It was at 21:21 you were talking about the cliff on the right being a bit of an imbalance to the composition. My first thought, and I think it was because of a lot of people saying nerfs in games feel bad, was to add something, and because of it being partially do to the amount of shadow, my thought was to add either a campfire, for more light, or a lighter colored tent to kinda mirror the shape the light produces on the left that was fairly triangular. But my next thought was, would adding things to the "Heavy" side be an issue, because it might just bring more focus to that side. That's where the question came from.
@@yzgrdyn-WiseGuardian- nerfing things is bad because it was better before that. It's not a nerf before a baseline is set 😁
It's hard to say if it is better without looking at it.
What is the shortcut to duplicate the elements without linking them?? As I use Ctrl+D to duplicate the MeshInstances3D, but when I change the dimensions of one, all of them change at the same time, and I do not want them to be linked... This bug is driving me crazy... Please, someone HELP ME!!
It's not a bug. You duplicate the MeshInstance, but the mesh is a resource that is not related to what you duplicate. You need to "right click -> Make Unique" oin the mesh.
Or you just scale the mesh instance instead of changing the dimensions of the mesh.
Excellent learning resource! Sub'd!
How would this work for an open world game. Would the World Environment be the same in different areas of the world (eg. islands). I would want different islands to have different environment and terrains, i wouldn't want a desert environment to have the same fog as a snowy tundra. How would I go about this without having different scenes?
You can only have one World Environment. I would suggest writing a script to blend the properties using presets for the different areas.
I don’t fully understand that but I’ll try to do some research on it
Or i could have a particle system put in place over different areas. I dont know if this is possible or not in Godot. Im coming from unity haha
@@kevz_14 Imagine one area has a ambient light property that is set to red and the other area has a ambient light that should be blue.
When the player moves from over area to the other, you can lerp/interpolate between those two values and set that property on your World Environment.
@@picsteroooooh that makes a lot of sense. Thank you!!
Is it me, or when the light source moves the actual source doesn't change - ie no shadows move? I found this while following along, I dragged the light source and only the angle changes anything in the scene
This is the way a directional light source works.
It is only dependent on the direction (the angle) and not on the position. That would be a positional light source (Omni, Spot)
@@picster Holy shit that makes sense. Thanks! I've only used Godot a bit so far, mostly for 2D so I'm basically speed-learning a bunch of stuff today to do a 3D project for a friend. Current issue is trying to import 3d assets intended for unity that have animation sequences. Going via Blender because the source is a bit of a bucket of bits. This tutorial has helped me a *ton*.
How is it you drag and duplicate the mesh's?
Ctrl+D to duplicate, W to move :)
@@picster thank you very much
hi, I was wondering if you have the time to do a full course vfx 2D/3D in godot 4 I would be interested to buy it
Hm, I don't think I have that much time.
What about performance fine tuning ?
how is your player colliding with the mesh instances? my character goes right through the floor?
Mesh Instances don't have collision, you need to have some type of physics collider e.g. Static Body
Great video! I havent tried Godot 4 yet, Im wondering which of those settings will be used mostly in a low poly room, or low poly dungeon. I see so many games with low number of polygons but they look great just by lighting (at least thats what I think, Im not sure if they have materials on walls or something). I hope it will be easy with Godot 4 to make indoor scenes too.
System requirements please? Give me the answer soon as you can
You can test it yourself - the project it public.
Thankyou.
Can it run of 4gb. Ram
why do my shadows look super jagged and blocky, yours are perfect. I feel like I'm missing something...
its's probably the shadow atlas size in the project settings.
Edit: Oh I just got to that ending I thought you were just going to say bye ;DD
Love it, coincidentally you wouldn't have this scene for download to test and compare to your other scene, please? ;)
I pushed it into the other repo. It's living there now... I just forgot to add the link to the description....
@@picster Btw I just realized watching this again (still love the scene, I keep coming back to the demo :D), pressing on the Perspective button in the top left corner of the viewport then in the context menu at the bottom you can align anything selected with the view in case you haven't noticed this little unfortunately hidden gem.
1A ⭐
Sorry to ask here, but for that repo demo that is similar to this environment, how much FPS do you get? Is it expected to have 20 FPS?
This totally depends on your hardware.
The features I used are pretty high-end, play around with the settings, especially render scale if you are on a bigger screen.
51:20 fog became god rays
Ich habe schon rausgehört, dass Englisch nicht deine Muttersprache ist. Ich fand das Tutorial gut, allerdings konnte ich nur im Kompatiblitätsmodus arbeiten und da haben einige Licht-Effekte nicht funktioniert. Außerdem musste ich mir in Blender selber Felsen basteln, weil das Asset von dir nicht aktzeptiert wurde. Naja, Godot 4 ist aber auch noch eine Alpha-Version. Ich hoffe, dass der eine oder andere Bug noch aufgelöst wird. Auf jeden Fall konnte ich mit deiner Hilfe auch eine ähnlich-schöne Weltszene basteln.
1:06 but there's no link 🐢
Sorry, totally forgot it... Added it just now.
@@picster Thanks. Tested on R5 5600 and 3070. Getting 100+ fpses 🦀
you have a xiaomi phone?
Why are you asking?
@@picster I have 6th sense
@@__Rizzler__ congratulations then 🎉
@@picster i heard Xiaomi ringtone in your video
@@__Rizzler__ Sherlock Holmes 😂
Without volumetric light.. don't works on mobile mode
Correct.
"gOdOt iSn'T cApAbLe oF 3D!!!!1!" I swear most people who say this have never even used godot.
Great video! I'm new to Godot so watching through the whole workflow of composing a scene is great for me.
A tip I found elsewhere is that you can align the camera to the current view similar to Unity, you just need to set up a key bind for it: ruclips.net/video/Dl-x6DLVcdU/видео.html
btw. you're using the german false friend of "eventually"
bob ross??
ufff.... Godot is simply bad for 3D, go for 2D if you want to use it.
Where is it lacking from your perspective?
@@picster well, first of all performance. Poor Shadows, ambien occlusion and lights. Problems when the mesh has multimaterial and problems with large projects.. but Godot are improving and I hope that in a few years it will be an alternative for other engines.
And it runs like shit as expected, Godot's 3D might as well just call it a scam.
It literally runs fine lol
for your untrained eyes @@tomtravis858