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!
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.
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!
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.
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 ?
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
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
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
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!
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?
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
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
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!
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
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.
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.
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..
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. :)
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
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?
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?
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
Favorite quote: "... but we can ignore reality for the sake of making something that looks cool". Great tutorials and amazing skills :)
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.
add 1 more to that. awesome tutorial!!!
same here
okay were gonna need a whole video on the vertex snapping thing you did cause what the hell was that.
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!
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.
Thanks you so much for these kinda tutorials
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!
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
Thank you this is a great channel, it has taught me so much.
Excellent tutorial, thank you
amaZing job CURTUS
es espectacular! gracias por compartir!!
This is awesome!
In Unity, what character asset do you use for walking around?
Great videos. I realized your accent sounds the same as the history of boxing guy in Frog Fractions.
Thanks! Just looked it up - I can hear the similarities :)
but how are you making those dots/lines for the vertex snapping I can't find a single resource online?! wth!
please help me
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.
@@teambeeq9433 Thanks a lot! I too can't figure out how did he make this, so i used extrusion and Poly Build.
@@teambeeq9433 its not alt+m its just M
@@zazo5525 do what the first guy says but press M to merge instead of alt+M
@@zazo5525 if you mean you are in wireframe mode you can just turn that off with shift+Z
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 ?
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
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
@@CurtisHolt thank you for the fast reply. I will give it a try !
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
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!
How are you walking around so beautifully like that?
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
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?
Those are assembled and grouped in Unity as prefabs :)
Wow, now that's a swift clarification, thanks!
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
WOW
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?
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
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!
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
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
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.
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.
@@CurtisHolt I'd like to see what you have in mind
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..
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. :)
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
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.
Nevermind I figured out how to bevel the corridor, but that pillar used in the corners won't bevel for some reason.
Life saver!
How do you create your octagon??
Hit Ctrl + B.
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?
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?
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
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.
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.
Damn! ceiling pipes are stupid cause they have space where to go between those thing holding it.
i cant do that cool cut thing