Great idea. That could be a nice part 2! The approach here is super organized since it's a rigid building structure. It'd be fun to explore creating modular kits to throw together ancient ruins or something. I also wouldn't mind working with larger modular pieces so we can talk about mixing baked and tiling workflows (like baked maps for example, and a layer of tiling normal detail in Unreal).
@@rileyb3d I am very specifically looking on how to create forest enviroments, that dont eat up my Ram/Vram the most though. While still also looking nice, and performing well in the viewport, so i can put charachters into the forest, and render in Cycles.
Thanks ❤ It's kind of like our Sons Of The Forest base (actually, it's exactly like that)! Prebuilt pieces that fit nicely with each other to create new and original structures. Building that base was actually inspiration for the video, haha.
Very nice. For multi floors modular assets what's your advice so light does not bleed, separate flat planes assets with just empty space in between? or like the walls one asset with some height?
Nice talk :) How would you tackle avoid repetition in texture, like your example with the rotten concrete wall. It seems to me it's hard to have interesting textures which are not obviously tiled. Do you have any insights on this ?
Great question! Admittedly, the texture example I used wasn’t the best-it was more about illustrating the concept of seamless textures. Try introducing unique details to break up the surface, like using decals for cracks, stains, or mold. Another approach is blending materials with shaders to add more layers, or procedural dirt or grime using noise or other masks. A practical way is adding props and geometry, like pipes or beams. In this store it could be wall art, posted announcements, ads, signs, fire extinguishers, etc. I probably wouldn’t choose my base layer to be something with such landmark noticeable detail like i had here.
Great stuff as always! One question about the textures, considering you are UVing the texture for the walls using have the UV space, would you need a super high resolution image in order for the wall to not appear pixelated (considering its 4m tall) and would having 100 of these impact performance? Could you also have unreal do the tilling by lets say box projecting and would this improve the performance hit?
This is one of Blender's most awful problems. The inability to have Custom Snaps. If you think about a tee pipe fitting - you can't easily snap the pipes to the ports. In Revit anything with a connector will snap together. You can have as many connections as you want on each object. I also makes rotating around the connections simple.
Nice! I'm not familiar with Revit. I mean, I know what it is, I just don't use it in my work since it's not really suited for a games pipeline. That sounds like some cool functionality. With Blender being open source, they're pretty open about active development features. I'm sure you've heard of the Right-Click-Select site. If not, it's a place to submit ideas for development. The more detailed your proposal, the better. I've personally submitted some ideas that've made it into production (wireframe opacity for example, that was my post). If you search for snapping, there are some good looking ideas! Not sure if any address what you're talking about here, but it's worth reading up and upvoting. It's a small team, so there's no guarantee they'll get to it. I know it's annoying to play a role in development, but one of the reasons Blender is so great is because they implement ideas directly from the community. I have other proposals that are marked "in development" already since I posted them! Sorry if this is already all common knowledge to you. It's just a great resource and everybody should know. Again, I've personally had featured implemented.
I would really really love to see someone explaining things for outdoors/forest like enviroments.
Great idea. That could be a nice part 2! The approach here is super organized since it's a rigid building structure. It'd be fun to explore creating modular kits to throw together ancient ruins or something. I also wouldn't mind working with larger modular pieces so we can talk about mixing baked and tiling workflows (like baked maps for example, and a layer of tiling normal detail in Unreal).
@@rileyb3d I am very specifically looking on how to create forest enviroments, that dont eat up my Ram/Vram the most though.
While still also looking nice, and performing well in the viewport, so i can put charachters into the forest, and render in Cycles.
I love these perspective videos. I get a lot out of this seeing what is possible in Blender and game production!
Thanks ❤ It's kind of like our Sons Of The Forest base (actually, it's exactly like that)! Prebuilt pieces that fit nicely with each other to create new and original structures.
Building that base was actually inspiration for the video, haha.
Wow this is really good, I feel like it will make modeling interior scenes a fun process for me. Thanks a lot for the amazing tips!
No problem. I'm happy it helped!
10/10 High Quality Educational Content!
Very very useful and informative!
Very useful video! Thank you!! 👌
Great stuff! Looking forward to the follow-up videos!
Thanks! I've got some good ideas coming in here for what that could look like.
Good information.
Thanks! Glad you've found it useful.
Very nice. For multi floors modular assets what's your advice so light does not bleed, separate flat planes assets with just empty space in between? or like the walls one asset with some height?
Nice talk :) How would you tackle avoid repetition in texture, like your example with the rotten concrete wall. It seems to me it's hard to have interesting textures which are not obviously tiled. Do you have any insights on this ?
Great question! Admittedly, the texture example I used wasn’t the best-it was more about illustrating the concept of seamless textures. Try introducing unique details to break up the surface, like using decals for cracks, stains, or mold. Another approach is blending materials with shaders to add more layers, or procedural dirt or grime using noise or other masks.
A practical way is adding props and geometry, like pipes or beams. In this store it could be wall art, posted announcements, ads, signs, fire extinguishers, etc.
I probably wouldn’t choose my base layer to be something with such landmark noticeable detail like i had here.
Great stuff as always! One question about the textures, considering you are UVing the texture for the walls using have the UV space, would you need a super high resolution image in order for the wall to not appear pixelated (considering its 4m tall) and would having 100 of these impact performance? Could you also have unreal do the tilling by lets say box projecting and would this improve the performance hit?
This is one of Blender's most awful problems. The inability to have Custom Snaps. If you think about a tee pipe fitting - you can't easily snap the pipes to the ports. In Revit anything with a connector will snap together. You can have as many connections as you want on each object. I also makes rotating around the connections simple.
Nice! I'm not familiar with Revit. I mean, I know what it is, I just don't use it in my work since it's not really suited for a games pipeline.
That sounds like some cool functionality. With Blender being open source, they're pretty open about active development features. I'm sure you've heard of the Right-Click-Select site. If not, it's a place to submit ideas for development. The more detailed your proposal, the better. I've personally submitted some ideas that've made it into production (wireframe opacity for example, that was my post).
If you search for snapping, there are some good looking ideas! Not sure if any address what you're talking about here, but it's worth reading up and upvoting. It's a small team, so there's no guarantee they'll get to it.
I know it's annoying to play a role in development, but one of the reasons Blender is so great is because they implement ideas directly from the community. I have other proposals that are marked "in development" already since I posted them!
Sorry if this is already all common knowledge to you. It's just a great resource and everybody should know. Again, I've personally had featured implemented.
Oh, that's a cool idea!! Know any 3D editor that allows that?
16.3m - becaus your wall thinknes is .3m, thats why it isnt 16m
You got it! I didn't realize that in the moment, but that's definitely what it was.
@@rileyb3dwhen you are in to deep and you are trying to keep your head from going under, dont worry we all get lost in what we make