Building a Sci-Fi Corridor (Blender and Unity) - Part 2

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  • Опубликовано: 26 дек 2024

Комментарии • 61

  • @mad_man_86
    @mad_man_86 4 года назад +3

    Favorite quote: "... but we can ignore reality for the sake of making something that looks cool". Great tutorials and amazing skills :)

  • @JoelAFuller
    @JoelAFuller 6 лет назад +25

    I'm so glad I found your channel. This series you've created is very informative and very helpful. You have yourself a new subscribe.

  • @kevinpreller1380
    @kevinpreller1380 4 года назад +4

    okay were gonna need a whole video on the vertex snapping thing you did cause what the hell was that.

  • @Mainman0011
    @Mainman0011 5 лет назад +4

    wow finally a tutorial / breakdown on how to make epic scifi modular hallways! (I've seen quite a few other videos on this subject but this one gives a much better understanding of how to achieve this level of detail without feeling too overwhelming) thank you soo much for making this video!

  • @jackfraser1807
    @jackfraser1807 5 лет назад +4

    Only just found your channel- your videos are amazing. I love your style, attention to detail and you have a great voice for this. Really going to enjoy going through all of your videos.

  • @ThunderPlayStudios
    @ThunderPlayStudios 2 года назад

    Thanks you so much for these kinda tutorials

  • @jrlappin6560
    @jrlappin6560 3 года назад

    Even though I'm a total novice at Unity and Blender (I've briefly touched on both as part of my university course) I feel like I've learned so much conceptually from these videos, but DAMN I wish this was a detailed step by step tutorial, I feel like I'd learn the programmes in-and-out if it was, plus it would be exceptionally cool to be able to make something like this!

  • @Chaosfoxx
    @Chaosfoxx 4 года назад +1

    maaan i love this video, its teaching me the fundamentals of know how to use unity and blender, maybe i should give unreal engine a break for a bit

  • @TheNoahRosenberg
    @TheNoahRosenberg 6 лет назад +1

    Thank you this is a great channel, it has taught me so much.

  • @BatonyRobson
    @BatonyRobson 5 лет назад +1

    Excellent tutorial, thank you

  • @LetsBuildWithExoticWolfieTM
    @LetsBuildWithExoticWolfieTM 5 лет назад

    amaZing job CURTUS

  • @sergioarimex6991
    @sergioarimex6991 Год назад

    es espectacular! gracias por compartir!!

  • @MartulenStudio
    @MartulenStudio 6 лет назад +2

    This is awesome!

  • @backitdev
    @backitdev 5 лет назад +2

    In Unity, what character asset do you use for walking around?

  • @Kyleology
    @Kyleology 5 лет назад +1

    Great videos. I realized your accent sounds the same as the history of boxing guy in Frog Fractions.

    • @CurtisHolt
      @CurtisHolt  5 лет назад

      Thanks! Just looked it up - I can hear the similarities :)

  • @XZYSquare
    @XZYSquare 5 лет назад +8

    but how are you making those dots/lines for the vertex snapping I can't find a single resource online?! wth!
    please help me

    • @teambeeq9433
      @teambeeq9433 5 лет назад +10

      yeah I wondered this as well, but figured it out. Enable Snap, and select Snap to vertex. Then in Object mode, create new plane. With only this plane selected, go to Edit mode, and make sure all four vertices are selected. Alt+M -> At Center merges these four vertices into just one vertex, which you can now drag around and it should snap to vertices on other objects in scene. Then you can create more vertices duplicating this vertex with Shift+D, or by extruding it with E.

    • @efimov90
      @efimov90 5 лет назад +1

      ​@@teambeeq9433 Thanks a lot! I too can't figure out how did he make this, so i used extrusion and Poly Build.

    • @tempire2003
      @tempire2003 4 года назад +2

      @@teambeeq9433 its not alt+m its just M

    • @tempire2003
      @tempire2003 4 года назад +3

      @@zazo5525 do what the first guy says but press M to merge instead of alt+M

    • @tempire2003
      @tempire2003 4 года назад +1

      @@zazo5525 if you mean you are in wireframe mode you can just turn that off with shift+Z

  • @Gassham399
    @Gassham399 2 года назад

    Hi! I'm having a problem. When I move the meshes in blender they don't "stick" together, they overlap each other when i move them. So for example, I have to eye the distance between each other so that the ends snap perfectly together. How do you move the meshes like you do at 1:32 ?

  • @gooch2022
    @gooch2022 5 лет назад +2

    Hello Curtis,
    Let me start by saying thanks for the amazing video. I am new to blender and all my work has been done in Fusion so far. I could use some help At around 2:30 you are making lines to make the corner. can you explain how you are doing this. I can't seem to get it
    Thanks David

    • @CurtisHolt
      @CurtisHolt  5 лет назад +5

      Hi David!
      Thank you for the nice comments. What I'm doing at that point is selecting a vertex and then pressing 'E' to create a new one (with an edge automatically created in-between). It will follow the mouse position until I click to place it.
      At that point I am also trying to place the new vertex in the same position of a vertex on an adjacent object. To do this, I have my snapping mode set to 'vertex', and while I am creating new vertices, I am holding CTRL. Doing this will mean that as I hover over the position of another vertex in the scene, the one I am trying to create will automatically snap towards it.
      Documentation for snapping in Blender can be found here (keep in mind that 2.8 versions of Blender have had massive interface overhauls so things will be in different places):
      docs.blender.org/manual/en/latest/editors/3dview/object/editing/transform/control/snap.html

    • @gooch2022
      @gooch2022 5 лет назад +1

      @@CurtisHolt thank you for the fast reply. I will give it a try !

  • @harveybentley5745
    @harveybentley5745 5 лет назад +2

    Amazing video, you have pulled me back into game development simply by helping me understand the iterative process with examples shown in your videos. Thank you.
    I do however have a question regarding one or two things.
    1. Are you Beveling your edges on the model to get the appearance of seams in the Center piece of the corridor?
    2. How are you achieving the particle effect to give the appearance of dust in the fog?
    Thanks again

    • @CurtisHolt
      @CurtisHolt  5 лет назад +1

      Hi Harvey, that's great to hear, I'm glad you've enjoyed my content :)
      1: Yes, I have beveled the edges of the models to get the seams. I like the way that light reacts with beveled edges, especially on texture-less objects.
      2: For dust, I typically use a default particle system in Unity, reduce the scale of the particles, then enable a color over lifetime effect. For the color property there are 3 handles, the first and the last are transparent, whereas the middle is pure white. I also reduce the speed and change the emitter shape to be a large cube so that the particles can appear all around the inside of the cube.
      Best of luck with your adventures in game development!

  • @miloskomazec9022
    @miloskomazec9022 4 года назад

    How are you walking around so beautifully like that?

  • @Crimzan4
    @Crimzan4 4 года назад

    I'm completely new to Unity- Does anyone know which FPS Controller he's using? Doesn't look like the standard one I can find :O

  • @HenryIVth
    @HenryIVth 5 лет назад

    At 17:20, when different varieties of the same prefab are shown, are those assembled and grouped in Unity or are they assembled in Blender and then imported into Unity?

    • @CurtisHolt
      @CurtisHolt  5 лет назад +1

      Those are assembled and grouped in Unity as prefabs :)

    • @HenryIVth
      @HenryIVth 5 лет назад

      Wow, now that's a swift clarification, thanks!

  • @bodybuilderforever1799
    @bodybuilderforever1799 3 года назад

    please can someone help me how did he draw those lines in vertex snapping method , ireally need to know i wanna join a three way scifi corridor and i dont know how he drew those lines

  • @sskdev5116
    @sskdev5116 4 года назад +1

    WOW

  • @tombill1020
    @tombill1020 5 лет назад +1

    Loving your tutorial but i have Some questions how do you snap your octagons with no space to each other? Is there a hotkey or just on eye?

    • @CurtisHolt
      @CurtisHolt  5 лет назад +1

      Thanks for watching!
      My snapping mode is on 'incremental' and the hotkey to activate snapping is to hold CTRL while translating the object. I try and keep all vertices on the 3D grid, so you know they'll line up perfectly. You can read more about snapping here:
      docs.blender.org/manual/en/latest/editors/3dview/object/editing/transform/control/snap.html

  • @momentime8582
    @momentime8582 5 лет назад

    How do you maintain the snapping in blender. I find when I start to scale objects they no longer conform to the grid. I was thinking this must be done by only manipulating the vertex of objects but not so sure. Thanks!

  • @CyberBunStudio
    @CyberBunStudio 4 года назад

    How in gods name did you do the x-junction? Been stuck on trying to add vertexes with tiny cad but cannot get it. lol

  • @R-SXX
    @R-SXX 4 года назад

    Sorry, maybe i didnt catch it in the Video; would you recommend using hdrp for game ready environments? I was looking through your tuts because I have to build an indoor subway station, and can't decide wether to use 3D or hdrp, especially since the realistic look is important, but also the performance when walking around later on

  • @DelcoRanz93
    @DelcoRanz93 6 лет назад +1

    I've ben trying to build a Completely custom Star Trek Style Corridor for a while but I need help with making Concentric Corridors, Do you have any tips on how to achieve that? if You're not sure what I'm talking about look up a corridor set plan from one of the Star Trek series or movies.

    • @CurtisHolt
      @CurtisHolt  6 лет назад +1

      Hi Starfleet2360, thanks for taking the time to comment!
      If I am reading this right, you need help with building circular corridors - and more than that: circular corridors that connect to longer (outer) or shorter (inner) circular corridors while preferably maintaining the same corridor width across all of them?
      If so, I can definitely put something together for you.

    • @DelcoRanz93
      @DelcoRanz93 6 лет назад

      @@CurtisHolt I'd like to see what you have in mind

  • @selimthetensai9381
    @selimthetensai9381 5 лет назад

    I try to keep the measurements as close as yours (in real world scale i mean) but it seems everything looks a bit big in unity when i look at the scene from FPS controller perspective. Player collides with the repeating elements on the ceiling for example.. Might that be because of the fps controller in unity too big? Is there something we can do to fix it(Like shrinking character, moving camera etc..) Or am i missing something..? Thanks for the tutorial btw..

  • @CyberBunStudio
    @CyberBunStudio 4 года назад

    Very good video, though...You go so fast it's nearly impossible to keep up with what you're doing. However, I now do know more about blender than I did 4 hours ago. So thank you for that. :)

  • @aegonThe47th
    @aegonThe47th 4 года назад

    Hi, I replicated the same scene in blender and unity and the fps is too low (25-40 fps). Is this because of too many vertices? The scene contains about 4-5 million verts. Thanks

  • @scotlandw8
    @scotlandw8 5 лет назад

    Loving the tutorial so far, but I have one problem. How did you bevel the corridors, the parts you have beveled don't have edges for me.

    • @scotlandw8
      @scotlandw8 5 лет назад

      Nevermind I figured out how to bevel the corridor, but that pillar used in the corners won't bevel for some reason.

  • @josemanuelarraiolparra2308
    @josemanuelarraiolparra2308 5 лет назад

    Life saver!

  • @bertramovershot4312
    @bertramovershot4312 5 лет назад

    How do you create your octagon??

  • @ChristopherHemsworthCreative
    @ChristopherHemsworthCreative 5 лет назад

    When you drop that very first piece at the very beginning when you create your profile piece, you say "i'll give it the length that I want a standard straight piece to be"... when you say length, at that point are you using units and thinking "real world" measurements?

  • @maverickdust
    @maverickdust 6 лет назад

    Hi, great series you have done here really learnt alot, quick question, are you saving each individual peice as an fbx or the whole thing as 1 fbx to export to unity? Also any tips for this in VR?

    • @CurtisHolt
      @CurtisHolt  6 лет назад

      I was exporting the pieces as individual .fbx files so it was easier to create multiple variations of segments inside of Unity, as opposed to being restricted to a pre-designed layout. How you lay out the content inside of your files depends on how much freedom you want to give yourself when laying out out the level. For VR, you need to be very performance-considerate and watch the number of draw calls. Simplify the geometry of the meshes and make sure that there are no faces that will not be seen by the camera. As well as this, make good use of LODs, lightmapping and occlusion culling for your scene’s content.
      See here for more information on optimisations for VR in Unity:
      unity3d.com/learn/tutorials/topics/virtual-reality/optimisation-vr-unity

  • @joseredc
    @joseredc 5 лет назад

    It is very cool, but I feel you go extremely quick for beginners :( , like what to click, or what to do when you have never used Blender.

    • @CurtisHolt
      @CurtisHolt  5 лет назад

      I'm sorry but this is not a beginner step-by-step tutorial. Some previous basic knowledge of how to use the software is required.

  • @tubillero
    @tubillero 5 лет назад

    Damn! ceiling pipes are stupid cause they have space where to go between those thing holding it.

  • @laok
    @laok 5 лет назад

    i cant do that cool cut thing