this is genuinely one of the most informative, structured tutorials i have ever seen for godot and its components, let alone working in an engine in general. i seriously appreciate you taking the time to thoroughly explain every aspect of the information you are covering, even though it may seem simple or commonly covered. i feel as though i am right back in the classroom. incredible work!
Thank you, exactly what I needed. Refering to docs is really hard for me, because I don't see what an option does. So tutorials like these are a real help to learn :3
i've always been intimidated by the abundance of options in 3d rendering, thank you for such a clear video about the fundamental ones! the way you explained these core texture maps makes me feel ready to learn about the many others in time, if i end up needing to :)
I can see the top-comment is saying the same thing, but wow! This is so careful, and thorough, and I came here with one question and walked away with 10 answers, mostly to questions I had forgotten I had. Even just casually explaining that UV was chosen because XYZ was taken takes this tiny little weight off my mind. I don't know how much scripting you do beforehand, but thanks for including tidbits like this!
Thank you so much for this video! Would love to see more content from you! The way you explain things is awesome and I love the fun facts and more depth on WHY something is a way. Hope you keep putting out videos :)
This is a good introduction. Learning how to make 3D art, with Blender for example, would be a good start into learning game dev. Even if you're not good at it, you'll learn about these things (meshes, textures and shaders), and other concepts like lighting and color science. It's a lot to take in, and can be overwhelming; but you don't start out running before crawling. There is a lot of Blender videos to inspire you, as it did me when I was learning it years ago.
I had an issue with the camera still flipping upside down sometimes even after adding the clamp. I fixed it by deleting the current clamp ,and then adding a new one like this "pitch_pivot.rotation.x = clamp(pitch_pivot.rotation.x, -1.57, 1.57)" underneath "twist_input = 0.0 pitch_input = 0.0" so the whole function looks like this: func _process(delta: float) -> void: var input := Vector3.ZERO input.x = Input.get_axis("left", "right") input.z = Input.get_axis("forward", "backward")
pitch_pivot.rotation.x = clamp(pitch_pivot.rotation.x, -1.57, 1.57) *i didn't change the $twistPivot to the variable yet, but the function works either way I think it was a really good tutorial and i learned a lot!
I don't use Godot but I wanted to learn more about what a "texture" and "mesh" was and you did a great job clearing up a lot of my misunderstandings. Thank you! I'm new to the 3D world but do you think it could be possible in the future where all of these attributes could be contained in one file? Or is that what ORM is for?
Glad it was helpful, as for your question, not sure what was meant by attributes, but overall I would say anything is possible, certainly with an open source engine such as Godot.
thanks, I'm glad this was helpful. As to your question, If you want to specify a texture size vs allowing it to stretch or tiles, not sure how to accomplish that in the manner this video applies the texture. If anyone else knows, feel free to chime in. That being said, if you switch to using shaders, that that gives you ultimate control. I'm not sure of the exact manner to accomplish what you want, but I bet it can be done with shaders. Here is a great video to get you started ruclips.net/video/Y6xDwQCnrGs/видео.html Hope this helps
hey man, so i think "(ive been trouble shooting and this is what i think) i placed the texture onto the thing through the gaming screen (as you saw yourself do whe nyou were dragging the files for a second) and it messed everything up, how can i reset the ground to it original colour with no texture
Hey quick question, how do i find out which UV Scale is best for my texture? Im trying to use Low Poly Carpet textures but i cant seem to get them to look right with just trial and error
When i drag the png into the folder, the icon is just an X and i get the error "No loader found for resource: res://textures/sand.png." when dragging it into the viewport.
I made a whole town square in blender, now I want to give it color, but blender is really bad at, it so I tried to add color to my mesh with godot, but godot also seems to be unable to do a decent job. Has somebody have any sugestions for wich program to use to add color to huge meshes?
hey sorry to hear that, sound really frustrating. I can only suggest, make sure you are on a Godot 4.x version and try starting over with a fresh build. If it still gives you trouble, I've taken a break from publishing game tutorials, if you new to Godot, I highly recommend Brackeys channel, he's just stated publishing again and this time he is devoted to Godot; ruclips.net/video/LOhfqjmasi0/видео.html
@@ExploreGameDev Yeah, I saw Brackey is back. The Godot humble bundle good as well, 2 days left to get that one. I'm currently working through the 2.5D course!
thanks for the feedback. I think you might be looking at the inspector for the capsule and it makes it look like that's the case. But that radius it is referring to the "width" radius, not the cap radius. To further convince myself I stacked 2 1m blocks next to a 2m capsule at they are the same height. Give that a try and let me know if you agree? Thanks for calling this out though, I certainly make mistakes in these videos.
@@ExploreGameDev You are correct. I guess this is a change in Godot 4. In Godot 3, if you resize a capsule shape with the radius parameter, it also changes the the physical height of the shape even though the height number stays the same. Godot 4 let’s you change radius independent of height. So I too appreciate you pointing this out because I have been making my controllers the wrong height in Godot 4 🤣
I have similar tutorial on Godot4, showing the import of models and adding player controller
ruclips.net/video/s9ueeDIeJc8/видео.html
this is genuinely one of the most informative, structured tutorials i have ever seen for godot and its components, let alone working in an engine in general. i seriously appreciate you taking the time to thoroughly explain every aspect of the information you are covering, even though it may seem simple or commonly covered. i feel as though i am right back in the classroom.
incredible work!
You're very welcome!, thanks for the kind words.
Thank you, exactly what I needed.
Refering to docs is really hard for me, because I don't see what an option does.
So tutorials like these are a real help to learn :3
Glad this was helpful!
Wildly unexpected how good this tutorial was gonna be!
in my journey to learn godot this is by far the best tutorial I've seen yet
Thank you, glad you found it helpful
This is seriously the best, to the point video. I have been refering to it many times when i'm confused.
Thank you, I’m glad you’ve found it useful.
i've always been intimidated by the abundance of options in 3d rendering, thank you for such a clear video about the fundamental ones! the way you explained these core texture maps makes me feel ready to learn about the many others in time, if i end up needing to :)
really glad this helped you out. I agree, there are sooo many levers and dials 😬
Clear, polished, and informative without overwhelming information!
thx David
This is the best, most understandable explanation I've ever seen about this topic. Thank you!
You are welcome, glad you found it useful.
I can see the top-comment is saying the same thing, but wow! This is so careful, and thorough, and I came here with one question and walked away with 10 answers, mostly to questions I had forgotten I had.
Even just casually explaining that UV was chosen because XYZ was taken takes this tiny little weight off my mind. I don't know how much scripting you do beforehand, but thanks for including tidbits like this!
Thanks, I do tend to script these videos, glad you got extra answers!
Thanks my man, you deserve the flow of likes that should be happening right about now
you are welcome, glad you enjoyed it!
thank you, very informative video! I like that you mention little details like why UV is not called XY ^^
thanks!, glad you found it informative
Thank you so much for this video! Would love to see more content from you! The way you explain things is awesome and I love the fun facts and more depth on WHY something is a way. Hope you keep putting out videos :)
Thanks for the kind words Luke, hope to get back to filming soon
This tutorial is exactly what I was looking for :)
thanks, glad you found it
What a perfect and informative tutorial.Great Job!
thanks you for the kind words. I'm glad you found this useful.
No doubt! Cleared all my doubts regarding fundamentals of textures and materials in godot.@@ExploreGameDev
Superclear and pedagogic video! Now I know my meshes and normals! :D
Thx, glad you found value in the video!
Thanks for your time
My pleasure
This is really helpful, just asking would u recommend adding these textures to blender first (or other modelling programs) and then export to godot?
Sure, that is a great idea. This demo was a proof of concept, the textures are not optimal for a final product in their current form
@@ExploreGameDev cool thank you :))
Very helpful. Thank you.
You are very welcome
extremely helpful, thank you so much
You're very welcome!
This is a good introduction. Learning how to make 3D art, with Blender for example, would be a good start into learning game dev. Even if you're not good at it, you'll learn about these things (meshes, textures and shaders), and other concepts like lighting and color science. It's a lot to take in, and can be overwhelming; but you don't start out running before crawling. There is a lot of Blender videos to inspire you, as it did me when I was learning it years ago.
thanks for the insights. I've not used Blender but have watched demos and it looks like an amazing tool.
Usually use unreal and am testing godot. Thanks for the tutorial!
Glad to help!
This was great, thanks
You are welcome, Glad you enjoyed it!
I had an issue with the camera still flipping upside down sometimes even after adding the clamp. I fixed it by deleting the current clamp ,and then adding a new one like this "pitch_pivot.rotation.x = clamp(pitch_pivot.rotation.x, -1.57, 1.57)" underneath
"twist_input = 0.0
pitch_input = 0.0"
so the whole function looks like this:
func _process(delta: float) -> void:
var input := Vector3.ZERO
input.x = Input.get_axis("left", "right")
input.z = Input.get_axis("forward", "backward")
apply_central_force(twist_pivot.basis * input * 1200.0 * delta)
if Input.is_action_just_pressed("ui_cancel"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
$twistPivot.rotate_y(twist_input)
$twistPivot/pitchPivot.rotate_x(pitch_input)
twist_input = 0.0
pitch_input = 0.0
pitch_pivot.rotation.x = clamp(pitch_pivot.rotation.x, -1.57, 1.57)
*i didn't change the $twistPivot to the variable yet, but the function works either way
I think it was a really good tutorial and i learned a lot!
Thank you so much sir this helped a lot❤
Most welcome!
Very nice and cool video and explanation, thank you
Glad you liked it!
Wow, that was super informative! Thank you.
hey thanks, glad you found it useful!
Thank you! That was super easy!
Well that's probably more because Godot is awesome, but hopefully I helped out 😁
Thanks a lot. Extremely useful and compact.
thanks, glad you found it useful!
Very helpful. Thanks a lot for this :)
Thanks, I glad you found it useful. *Let me know if there are other topics you would like covered.*
I don't use Godot but I wanted to learn more about what a "texture" and "mesh" was and you did a great job clearing up a lot of my misunderstandings. Thank you!
I'm new to the 3D world but do you think it could be possible in the future where all of these attributes could be contained in one file? Or is that what ORM is for?
Glad it was helpful, as for your question, not sure what was meant by attributes, but overall I would say anything is possible, certainly with an open source engine such as Godot.
Thanks bro u saved me cuz we cant drag anything from filesystem on mobile 😭
Hello and greetings from subscriber number 1.000! Time to celebrate. 🥳
Nice, thank you!!!! Great to hit that milestone!!
Thanks. very useful
you are welcome. I'm glad it was useful.
thank you!
you are welcome!
This is awesome. Question, is there any way to keep always the original size of the texture when changing the size of the 3D object?
thanks, I'm glad this was helpful. As to your question, If you want to specify a texture size vs allowing it to stretch or tiles, not sure how to accomplish that in the manner this video applies the texture. If anyone else knows, feel free to chime in.
That being said, if you switch to using shaders, that that gives you ultimate control. I'm not sure of the exact manner to accomplish what you want, but I bet it can be done with shaders. Here is a great video to get you started ruclips.net/video/Y6xDwQCnrGs/видео.html
Hope this helps
Great thanks
hey so what do you do if dragging the texture doesn't work?
For some reason, when I apply the Diffuse to the Albedo the texture doesn't show up on the plane? can somebody help with this?
hey man, so i think "(ive been trouble shooting and this is what i think) i placed the texture onto the thing through the gaming screen (as you saw yourself do whe nyou were dragging the files for a second) and it messed everything up, how can i reset the ground to it original colour with no texture
Hey quick question, how do i find out which UV Scale is best for my texture? Im trying to use Low Poly Carpet textures but i cant seem to get them to look right with just trial and error
I have a question. I dont know how to open the file explorer thing. but I mean like the godot file explorer one. not the windows
But it has no collision and i can't add a collision shape to it, what do i do?
Thank you
You are welcome!
my texture is too big. what do i do? (it's an svg)
why it no let me drag files into textures folder😟
When i drag the png into the folder, the icon is just an X and i get the error "No loader found for resource: res://textures/sand.png." when dragging it into the viewport.
Not sure why that would happen, should be able to load a png. You might try the file menu to add vs Drag and Drop.
I made a whole town square in blender, now I want to give it color, but blender is really bad at, it so I tried to add color to my mesh with godot, but godot also seems to be unable to do a decent job. Has somebody have any sugestions for wich program to use to add color to huge meshes?
Idk if Poly Haven got an update or smth, but I can't figure out how to download these files as a .png, could someone help me out here?
Great sir
Kind of you to say, thx!
Im constantly looking for a video explaining how to DRAW pixel art that I can later use in my game as textures
Sorry, no art talent here :) I've always watching @AdamCYounis, excellent artist. @BJGpixel is another great channel.
@@ExploreGameDev this could be useful
When I change the scale under UV1, nothing happens.
Same
This is because you dragged the png to the ground. This overrides the material.
Polyhaven now doesn't show the same things you show in the zip file. For instance there is no normal option anymore. How do I get the normal option?
Sorry to hear that, change is the one constant :)
You might try one of these alternate sources: devga.me/free/3d-models-and-textures/
do you know how to use trim mesh in godot 4 texures
How the hell do you get it to display in the viewport. Mine is just blank, nothing at all in it!
hey sorry to hear that, sound really frustrating. I can only suggest, make sure you are on a Godot 4.x version and try starting over with a fresh build. If it still gives you trouble, I've taken a break from publishing game tutorials, if you new to Godot, I highly recommend Brackeys channel, he's just stated publishing again and this time he is devoted to Godot; ruclips.net/video/LOhfqjmasi0/видео.html
@@ExploreGameDev Yeah, I saw Brackey is back. The Godot humble bundle good as well, 2 days left to get that one. I'm currently working through the 2.5D course!
Thx
You are most welcome
I think your capsule is 3m high. It’s 2m + .5 +.5 because of the radius of the caps :)
thanks for the feedback. I think you might be looking at the inspector for the capsule and it makes it look like that's the case. But that radius it is referring to the "width" radius, not the cap radius. To further convince myself I stacked 2 1m blocks next to a 2m capsule at they are the same height. Give that a try and let me know if you agree?
Thanks for calling this out though, I certainly make mistakes in these videos.
@@ExploreGameDev You are correct. I guess this is a change in Godot 4. In Godot 3, if you resize a capsule shape with the radius parameter, it also changes the the physical height of the shape even though the height number stays the same.
Godot 4 let’s you change radius independent of height. So I too appreciate you pointing this out because I have been making my controllers the wrong height in Godot 4 🤣
@Mikatomik 😁 glad I could help
Bro is talking like kisame, btw thank you for The the video 👍
My texture appears green when it should be brown
Not sure what would cause that. Are you seeing any errors in the debug log? What type of texture file are you using?
Earth image possible
Holy yap
you talk too much (Thor In Avengers Infinity wars)
You're kidding me. What idiot would shove 200 MB textures into a game?
Me