I'm so excited to inform you that I've just released my Custom OOP Solution for Godot 4.2, called "ReuseLogic Nexus" addon. Based on Observer Pattern, Mediator Pattern, Singleton Pattern, and “Signal-Driven” State Machines, this addon is all you need to “Object Orientalize” your projects, reducing the amount of code needed, enabling you to reuse your modules/objects/systems in all your projects with almost no modification. Check this video out for more info and the download link: ruclips.net/video/Zl3vo9aSKlY/видео.html
I'm enjoying it also. I released my last game in Unity but will be putting the next one out in Godot. Thanks for the tutorials there is not enough tutorials about workflow between different applications like this one! @@whilefree
You are welcome. A color palette is simply a texture containing a set of colors (like the one you see in the video). The idea is to colorize the whole low poly world with a single material. So you just put your color swatches in your texture, and then when UV Mapping, you make each portion of your model use a single color. It requires way less effort, because you simply scale down your UV down to 0.001 and just make each polygon use a single color on the color swatch.
Sorry for the late reply. Here you are: www.dropbox.com/scl/fi/ot3xun3l7hcodnjt2c2ai/My-Low-Poly-Color-Palette.zip?rlkey=548a8ryq0vhod66wnz7owzgbr&dl=0
In order for blender not to crash, I use low poly objects (cubes) for the viewport to replace a patch of grass (in geometry nodes) and then multiply this proxy to create a field of grass, the textures are of high quality and the computer don't deal with it otherwise... and if I move grass patches, proxies, textures, etc. in Godot.. he only sees the uneven plane on which the grass should stand and that's it. I've been struggling for 2 weeks to solve this, can you help me please? @whilefree
I don't have experience in using geometry nodes. But I suppose the solution is to somehow convert the grass into mesh, applying all modifiers, etc. Just turn it into regular mesh and then follow the importing process. Is there any specific reason the geometry can't be converted into regular mesh? @@serbanbortan732
Do you have any advice for importing a modular kit from a Blender file into Godot? My goals are: 1) instantiate individual parts of the kit from code, 2) make edits to the .blend file and then see the changes in the game with little-to-no manual reimport steps, and 3) for file size & version control purposes, avoid duplicating mesh data in multiple files - i.e. if there's a .tscn file for each part of the kit it should be less than a kilobyte and just reference the source data from the .blend / .import files, instead of having lots of PackedByteArray structures which duplicate the mesh data and make the .tscn files for every kit part become dozens or even hundreds of KB. I've not been able to find a workflow which achieves all three of these goals.
I've been thinking about it for a while. But haven't got into it yet. That's indeed the subject of a future video, but for the moment I'm so busy creating a custom OOP plugin for Godot. So stay tuned for that.
After adding the custom .tres standard material all the colors glow pink. I used external material and discarded embedded images. I'm using Godot 4.2 Beta 3 if that matters. Any idea what's wrong?
Everything works fine with the colors when I use the material that comes with the .glb file and .blend file, but would love to not have to setup everything for each export.
@@whilefreeIt worked perfectly fine in Godot 4.1, that's so weird. Maybe a bug that should be reported? I'll check again if I did something wrond in 4.2 Beta project.
This is exactly what I expected the viewer to do. In this type of tutorials manually slowing down the video and pausing it, is what you are supposed to do. In this way the experienced user's time won't be wasted, and the less experienced one will just slow it down or pause it when needed.
I'm so excited to inform you that I've just released my Custom OOP Solution for Godot 4.2, called "ReuseLogic Nexus" addon.
Based on Observer Pattern, Mediator Pattern, Singleton Pattern, and “Signal-Driven” State Machines, this addon is all you need to “Object Orientalize” your projects, reducing the amount of code needed, enabling you to reuse your modules/objects/systems in all your projects with almost no modification.
Check this video out for more info and the download link:
ruclips.net/video/Zl3vo9aSKlY/видео.html
The 'for unity' folder being moved to the recycle bin was gold.
And has kept being gold since then. Moving to Godot was one of the best decisions I made in my entire life... xD
I'm enjoying it also. I released my last game in Unity but will be putting the next one out in Godot. Thanks for the tutorials there is not enough tutorials about workflow between different applications like this one!
@@whilefree
You are welcome. :)@@milandalosur1850
I laughed so hard, and almost felt bad for them... almost.
BIG thank you for sharing, been somewhat stuck on this.
You are welcome!
Same. Jesus did my blender exports look terrible in Godot
You are completely underrated. Subscribed.
Thank you! I'm glad you find my content useful.
Dude, this is a god-send
I'm glad you found it useful! :)
Well, that explain alot. Hav'in difficult to disable glow effect when I import mesh from Blender.
Thanks for guide. That helped me a lot
I'm glad you found it useful :)
I would consider using color ramps in your colors for a more stylized and uniform palette.
Do you mean I use a color ramp node instead of a texture?
thank you, great vid. Just a bit confused/stuck on what a color palett is and how to make one i guess 🤷♂
You are welcome. A color palette is simply a texture containing a set of colors (like the one you see in the video). The idea is to colorize the whole low poly world with a single material.
So you just put your color swatches in your texture, and then when UV Mapping, you make each portion of your model use a single color.
It requires way less effort, because you simply scale down your UV down to 0.001 and just make each polygon use a single color on the color swatch.
Are your palette textures available anywhere to download for following along with the video?
Sorry for the late reply. Here you are:
www.dropbox.com/scl/fi/ot3xun3l7hcodnjt2c2ai/My-Low-Poly-Color-Palette.zip?rlkey=548a8ryq0vhod66wnz7owzgbr&dl=0
@@whilefree Woohoo! Many thanks.
@@MikeDesaro You are welcome! :D
I LOVE YOU. THANK YOU!!
I love you back! You are welcome!
I ve made a realistic grass in blender using proxy , do you have a tip for this?
I really dont know how to import it in godot…
thanks
Sorry, but having no idea what a proxy is, I can't help you.
In order for blender not to crash, I use low poly objects (cubes) for the viewport to replace a patch of grass (in geometry nodes) and then multiply this proxy to create a field of grass, the textures are of high quality and the computer don't deal with it otherwise... and if I move grass patches, proxies, textures, etc. in Godot.. he only sees the uneven plane on which the grass should stand and that's it. I've been struggling for 2 weeks to solve this, can you help me please?
@whilefree
I don't have experience in using geometry nodes. But I suppose the solution is to somehow convert the grass into mesh, applying all modifiers, etc. Just turn it into regular mesh and then follow the importing process.
Is there any specific reason the geometry can't be converted into regular mesh? @@serbanbortan732
Thank you I needed this.
You are welcome! :D
Do you have any advice for importing a modular kit from a Blender file into Godot?
My goals are: 1) instantiate individual parts of the kit from code, 2) make edits to the .blend file and then see the changes in the game with little-to-no manual reimport steps, and 3) for file size & version control purposes, avoid duplicating mesh data in multiple files - i.e. if there's a .tscn file for each part of the kit it should be less than a kilobyte and just reference the source data from the .blend / .import files, instead of having lots of PackedByteArray structures which duplicate the mesh data and make the .tscn files for every kit part become dozens or even hundreds of KB.
I've not been able to find a workflow which achieves all three of these goals.
I've been thinking about it for a while. But haven't got into it yet. That's indeed the subject of a future video, but for the moment I'm so busy creating a custom OOP plugin for Godot. So stay tuned for that.
After adding the custom .tres standard material all the colors glow pink. I used external material and discarded embedded images. I'm using Godot 4.2 Beta 3 if that matters. Any idea what's wrong?
Everything works fine with the colors when I use the material that comes with the .glb file and .blend file, but would love to not have to setup everything for each export.
Have you tried it in Godot 4.1.x? If not, first check if it works there or not. I haven't tried the beta yet.
@@whilefreeOk. I'll test it there
Tell me how it goes.@@akselst
@@whilefreeIt worked perfectly fine in Godot 4.1, that's so weird. Maybe a bug that should be reported? I'll check again if I did something wrond in 4.2 Beta project.
great tutorial but not Blender beginner- friendly I was very confused about where you had copied the mesh model from.
Thanks. I didn't intend to create a blender-beginner tutorial. I expected the one exporting to Godot know how to use blender already.
Can you please record it faster, I was able to see everything in slow motion, there shouldn't be time to watch the tutorial or copy your settings.
01:00 😂😂😂
Speed is not the game when making youtube tutorials, please go slower, I had to manually slow down the video
This is exactly what I expected the viewer to do.
In this type of tutorials manually slowing down the video and pausing it, is what you are supposed to do. In this way the experienced user's time won't be wasted, and the less experienced one will just slow it down or pause it when needed.