thank you for this tutorial i have been looking for 3d maps for a game im making and i have not found any cause they were just expensive or bad so thank you
Omfg this is so cool! .. pleaaase keep it going! Does this work with a grid system for example 5e so my players can drag their tokens like in a 2d space or is it more like free movement?:))
@@theripper9300 freakin sick! Thank much! Is there any interoperability between this and Levels such that we could define ranges for levels, so that at minimum their elevation would change depending on the raise of the terrain?
@@Sharkey007x If you have a map alread setup with levels, tiles will be used for collision automatically (provided the option is enabled) and a map will be generated from level's data
I'm using 3.1.1 and some of the menus have changed. I've followed this video and can get the fbx file imported and it works in 3d, but the 'Draggable' selection is gone. How do I lock this in place in 3.1.1? I have tried using this in 3d mode, but if I accidentally click the map instead of a token, it moves the whole map. Thanks!
The map elements are now moved to tiles, since 3d canvas updates very fast I moved to a wiki for instructions github.com/theripper93/canvas3dcompendium/wiki . If you still have issues please reach out on discord!
@@theripper9300 Oh, i'll give that a shot? Once I figure out the quirks ! I usually set subdivision at 8 to be a bit more precise. Edit: Found out ! With the "change" or "transform" function in edit mod, by turning it a bit on its axis then up/down so it lines up !
“I don’t know how to use this software”
*immediately deletes default cube*
idk man seems like you’re a blender expert
That's legit fun to do. I bet that once you can add walls etc this makes for some very cool looking dungeons to explore
I need to see how to add wall and rocks and other assets, I'm soooooooooo ready to try this
This is very probably the best and most entertaining Blender tutorial on RUclips.
I honestly can't believe that I followed this tutorial and learnt how to do this. Thanks!
Good work !!
thank you for this tutorial i have been looking for 3d maps for a game im making and i have not found any cause they were just expensive or bad so thank you
Thank you :) !
Omfg this is so cool! .. pleaaase keep it going!
Does this work with a grid system for example 5e so my players can drag their tokens like in a 2d space or is it more like free movement?:))
Nvm saw the comment below.. :D
Nice
Wow.
Ok. Gotta get me this...
Thank you for this tutorial. Is there a way to 'close in the sides of the map so I am not looking inside the terrain from the side?
how does it work with tokens moving about? will they end up just dropping into the ground if they move from the floor to one of those raised areas?
I implemented collision in the most recent update streamable.com/mx2q2p
@@theripper9300 freakin sick! Thank much!
Is there any interoperability between this and Levels such that we could define ranges for levels, so that at minimum their elevation would change depending on the raise of the terrain?
@@Sharkey007x If you have a map alread setup with levels, tiles will be used for collision automatically (provided the option is enabled) and a map will be generated from level's data
Would this be possible to do to an animated map, such as an MP4 or a WebM?
Yes, animated formats are supported
I'm using 3.1.1 and some of the menus have changed. I've followed this video and can get the fbx file imported and it works in 3d, but the 'Draggable' selection is gone. How do I lock this in place in 3.1.1? I have tried using this in 3d mode, but if I accidentally click the map instead of a token, it moves the whole map. Thanks!
The map elements are now moved to tiles, since 3d canvas updates very fast I moved to a wiki for instructions github.com/theripper93/canvas3dcompendium/wiki . If you still have issues please reach out on discord!
Now the big question: How to make slopes/stairs ahah !
Trying my hand on an aztec style pyramid, and doing the staircase seems pretty rough.
Extusion and box select in blender edit mode with some subdibvision should do the trick
@@theripper9300 Oh, i'll give that a shot? Once I figure out the quirks ! I usually set subdivision at 8 to be a bit more precise.
Edit: Found out ! With the "change" or "transform" function in edit mod, by turning it a bit on its axis then up/down so it lines up !
seriously?