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🧵 Untitled Thread
Anonymous at Fri, 11 Feb 2022 16:09:40 UTC No. 881705
Hello, I'm back.
This time, I'll try to make the game world...
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Anonymous at Fri, 11 Feb 2022 16:10:35 UTC No. 881706
>>881705
add cylinder
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Anonymous at Fri, 11 Feb 2022 17:59:44 UTC No. 881721
>>881706
size x
size y
Anonymous at Fri, 11 Feb 2022 19:46:52 UTC No. 881736
>>881721
A bold choice. I can't wait see how that point light evolves through the creative process.
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Anonymous at Fri, 11 Feb 2022 21:07:12 UTC No. 881743
>>881721
texture
Anonymous at Sat, 12 Feb 2022 01:02:01 UTC No. 881789
nice, needs some turtles maybe. or was it elephants?
Anonymous at Wed, 16 Feb 2022 01:20:39 UTC No. 882748
Anon is never coming back
Anonymous at Wed, 16 Feb 2022 05:38:59 UTC No. 882801
>>881705
Misread this as Hello im black. Good for you buddy, show your game world
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Anonymous at Fri, 18 Feb 2022 17:06:24 UTC No. 883389
>>881743
I finally discovered K
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Anonymous at Fri, 18 Feb 2022 17:09:16 UTC No. 883390
>>883389
extrude
Anonymous at Fri, 18 Feb 2022 17:13:58 UTC No. 883392
>>883389
>>883390
Never used Blender, but it would be a better practice to make these extrudtions as a separate mesh, because it'll be easier to adjust things later on, in Maya I'd use Quad Draw tool to shape out the details, idk what's the equivalent for Blender
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Anonymous at Fri, 18 Feb 2022 17:42:13 UTC No. 883395
>>883390
I can finally make beaches
(move vertices)
>>883392
>Never used Blender
What's wrong with Blender? Anyway, it's too late now...
>but it would be a better practice to make these extrudtions as a separate mesh, because it'll be easier to adjust things later on
you might be right; after I finish giving a basic outline I'll separate them using a boolean or something...
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Anonymous at Fri, 18 Feb 2022 18:33:36 UTC No. 883402
>>883395
intrude
(the point where the beach goes down into a cliff is where the water level will be)
Anonymous at Fri, 18 Feb 2022 18:52:42 UTC No. 883404
>>883402
Anon, is this a mesh for a videogame?
if so:
- what engine will you use?
- what is the scale of the characters in the world?
- how fast will they move?
This is the best time to ask those questions before you commit to making a map because you might want to make the maps a bit bigger or divide them in segments if it will be an open world or a fairly big map
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Anonymous at Fri, 18 Feb 2022 19:37:23 UTC No. 883407
>>883402
and the coastline is done (for now)
>>883404
>what engine will you use?
Godot
>what is the scale of the characters in the world?
See those black dots? Those were supposed to be cities at first. However I realized that would be too ambitious, so now they just represent big palaces
>how fast will they move?
Think about Xenoblade Chronicles X (yes, there will be mechas 'n stuff)
Anonymous at Fri, 18 Feb 2022 21:28:16 UTC No. 883425
>>883395
>What's wrong with Blender
Nothing, I simply started right from Maya, Blender has no use for me atm though I may download and learn basic stuff about it in the future in order to put it on me CV
Anonymous at Sat, 19 Feb 2022 00:30:56 UTC No. 883445
>>883407
So, because this map is quite big, I assume you are going to divide this mesh in squares and spawn 9 maps at a time to save memory... right?
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Anonymous at Wed, 23 Feb 2022 18:52:04 UTC No. 884294
>>883407
ocean added
>>883445
>I assume you are going to divide this mesh in squares and spawn 9 maps at a time to save memory... right?
That was the idea... but I dunno how to do it (I mean, I know how to divide the mesh, but not how to spawn them in the appropriate way)
Anonymous at Wed, 23 Feb 2022 19:09:05 UTC No. 884298
>>884294
I know the process in unreal, there it is called level streaming, maybe look for the way to do that in godot.
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Anonymous at Sat, 26 Feb 2022 18:47:12 UTC No. 884663
>>884294
cut + extrude
Anonymous at Sat, 26 Feb 2022 23:00:15 UTC No. 884714
wow a legitimately interesting thread, did I have a stroke or something? there's no way someone is actually posting something productive and entertaining on this board.
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Anonymous at Fri, 4 Mar 2022 19:50:55 UTC No. 885646
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Anonymous at Fri, 4 Mar 2022 20:08:26 UTC No. 885650
>>885646
discovering K has been a revolution for me
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Anonymous at Fri, 4 Mar 2022 20:19:27 UTC No. 885653
>>885650
modifier (trial)
Anonymous at Sat, 5 Mar 2022 05:26:14 UTC No. 885692
>>885650
My OCD is flaring like crazy looking at that topology, do you really need to make the map like that?
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Anonymous at Sat, 12 Mar 2022 17:20:44 UTC No. 886661
>>885653
ok the general layout is done (for now)
Anonymous at Sat, 12 Mar 2022 19:03:03 UTC No. 886667
>>886661
Keep it up anon. Proud of you
Anonymous at Sun, 13 Mar 2022 12:25:25 UTC No. 886726
>>881705
If you're going to build something, or create something. Why not act like you care about it from the beginning?
Anonymous at Sun, 13 Mar 2022 20:41:19 UTC No. 886766
>>886726
I'll have you know OP's doing much better this thread than the last thread. It only took him a whole minute to add a cylinder to an empty scene and an hour and 49 minutes to scale it this time.
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Anonymous at Mon, 14 Mar 2022 19:32:14 UTC No. 886852
>>886661
cities' outlines
(btw, to make the left one i made a cylinder, stretched it, made a copy, rotated it by 60° and used it as an offset for an array, sorry I forgot to save the steps)
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Anonymous at Thu, 17 Mar 2022 20:49:26 UTC No. 887251
>>886852
time for coloring
Anonymous at Fri, 18 Mar 2022 04:28:10 UTC No. 887313
Hi lovely pepo and nerdies :) I do not have rendering software nor do I possess the mental capacity to know what to do if I did have it, so I'm asking politely for assistance with a 3d rendering of myself (corrected for desired results) and maybe I could pay you in intangible goods? Lemme know!
Anonymous at Mon, 21 Mar 2022 18:26:50 UTC No. 887727
damn that's not bad at all
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Anonymous at Tue, 22 Mar 2022 18:57:22 UTC No. 887865
>>887251
Modifiers > Boolean > Difference > (using the city's outline)
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Anonymous at Tue, 22 Mar 2022 19:38:13 UTC No. 887885
>>887865
cutting mountains with Ctrl+R
Anonymous at Thu, 24 Mar 2022 08:21:27 UTC No. 888140
>>887885
man this looks painful to cleanup
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Anonymous at Thu, 31 Mar 2022 18:07:54 UTC No. 889507
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Anonymous at Thu, 31 Mar 2022 18:09:50 UTC No. 889511
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Anonymous at Thu, 31 Mar 2022 18:13:57 UTC No. 889515
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Anonymous at Thu, 31 Mar 2022 18:18:16 UTC No. 889519
>>889515
5
7
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Anonymous at Thu, 31 Mar 2022 18:24:40 UTC No. 889523
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Anonymous at Thu, 31 Mar 2022 19:27:31 UTC No. 889535
Anonymous at Fri, 1 Apr 2022 03:23:47 UTC No. 889595
God damn I'm NGMI
Anonymous at Fri, 1 Apr 2022 07:21:32 UTC No. 889617
why all this effort op?
Just extrude a painted heightmap and finish it in a (single) shader.
tesselate, simplify, unwrap, skin, bake
ngmi
Anonymous at Fri, 1 Apr 2022 07:22:33 UTC No. 889618
export it from Blender.
import it into Blender (Game Engine)
ngmi, op.
Anonymous at Fri, 1 Apr 2022 18:56:46 UTC No. 889694
<img class="xae" data-xae width="37" height="32" src="https://s.4cdn.org/image/emotes/0ee48fb4_longcat.png">
Anonymous at Fri, 1 Apr 2022 18:57:46 UTC No. 889695
<img class="xae" data-xae width="37" height="30" src="https://s.4cdn.org/image/emotes/95c37417_longcata.png">
Anonymous at Fri, 1 Apr 2022 19:04:45 UTC No. 889696
<img class="xae" data-xae width="37" height="30" src="https://s.4cdn.org/image/emotes/95c37417_longcata.png">
Anonymous at Fri, 1 Apr 2022 19:10:08 UTC No. 889697
<img class="xae" data-xae width="37" height="30" src="https://s.4cdn.org/image/emotes/95c37417_longcata.png">
Anonymous at Fri, 1 Apr 2022 19:11:08 UTC No. 889698
<img class="xae" data-xae width="37" height="32" src="https://s.4cdn.org/image/emotes/e77bc341_longcatb.png">
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Anonymous at Fri, 8 Apr 2022 10:41:22 UTC No. 890808
>>889535
>>889617
>why all this effort op?
>Just extrude a painted heightmap and finish it in a (single) shader.
That's what I tried at first, but it wasn't a good idea:
1) too many thousands of polygons, Blender started lagging considerably
2) only works with height, cannot do stuff like pic-related
3) too difficult to manipulate huge chunks of terrain all at once, or to do precision works
Anonymous at Mon, 11 Apr 2022 15:55:46 UTC No. 891437
>>890808
Still working on that map?
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Anonymous at Tue, 12 Apr 2022 13:34:07 UTC No. 891549
>>890808
and now something different...
add plane
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Anonymous at Tue, 12 Apr 2022 13:35:36 UTC No. 891550
>>891549
5 + 7
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Anonymous at Tue, 12 Apr 2022 13:37:09 UTC No. 891551
>>891550
K (cut)
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Anonymous at Tue, 12 Apr 2022 13:38:13 UTC No. 891552
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Anonymous at Tue, 12 Apr 2022 13:42:42 UTC No. 891553
>>891552
extrude
Anonymous at Tue, 12 Apr 2022 20:17:02 UTC No. 891603
Where could this be going
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Anonymous at Sun, 17 Apr 2022 17:22:47 UTC No. 892338
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Anonymous at Sun, 17 Apr 2022 17:23:51 UTC No. 892339
>>892338
move (Z axis)
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Anonymous at Sun, 17 Apr 2022 17:52:41 UTC No. 892344
>>892339
boolean (difference)
Anonymous at Fri, 22 Apr 2022 23:15:45 UTC No. 893310
Anonymous at Sun, 24 Apr 2022 03:31:39 UTC No. 893529
>>892344
are you gonna add props to it or is it just the base mesh? I'm intrigued.
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Anonymous at Sun, 1 May 2022 17:57:04 UTC No. 894784
>>892344
making pieces
>>893310
I know, I'll make it better next time.
To be honest, I'm concerned about the physics (especially the collision shapes) when I'm gonna put it all into Godot...
Anonymous at Sun, 1 May 2022 21:29:14 UTC No. 894811
damn it OP why did you make a new thread, I've been waiting for your return in the old thread
Anonymous at Sun, 1 May 2022 22:10:34 UTC No. 894816
>>894811
He said he'd make a new thread and he probably thought the old thread would due since it's almost a year old now
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Anonymous at Wed, 4 May 2022 19:08:08 UTC No. 895339
>>894784
Trying textures.
Isn't there some quick way to make them look more uniform without having to use UV mapping?
Anonymous at Thu, 5 May 2022 04:51:49 UTC No. 895402
>>895339
retopo it
Anonymous at Thu, 5 May 2022 08:17:55 UTC No. 895422
>>895339
yes, planar projection.
Anonymous at Thu, 5 May 2022 19:26:00 UTC No. 895542
You could've done all of this in the fucking Unreal editor in 8 minutes
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Anonymous at Fri, 6 May 2022 19:59:36 UTC No. 895758
>>895339
add metaball
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Anonymous at Fri, 6 May 2022 20:03:43 UTC No. 895760
>>895758
duplicate
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Anonymous at Fri, 6 May 2022 20:19:33 UTC No. 895765
>>895760
>>
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Anonymous at Fri, 6 May 2022 20:24:22 UTC No. 895766
>>895765
convert to mesh
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Anonymous at Fri, 6 May 2022 20:31:00 UTC No. 895768
>>895766
material
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Anonymous at Fri, 6 May 2022 20:41:45 UTC No. 895769
>>895768
randomize
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Anonymous at Tue, 10 May 2022 17:57:51 UTC No. 896464
>>895769
remesh
duplicate
resize
move
Anonymous at Tue, 10 May 2022 19:23:17 UTC No. 896479
>>896464
You have the steps for how you did the trunk, or was it similar steps?
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Anonymous at Wed, 18 May 2022 18:07:23 UTC No. 898069
>>896464
Now I'll try a different way (just for a trial)...
>>896479
I forgot to post the process, but eventually I'll make it again
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Anonymous at Wed, 18 May 2022 18:14:38 UTC No. 898073
>>898069
extrude
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Anonymous at Wed, 18 May 2022 18:14:38 UTC No. 898074
>>883389
I don't think this ridge is possible anon
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Anonymous at Wed, 18 May 2022 18:16:45 UTC No. 898076
>>898073
511 horizontal cuts
511 vertical cuts on the left
511 vertical cuts on the right
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Anonymous at Wed, 18 May 2022 18:19:22 UTC No. 898078
>>898076
diplacement map
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Anonymous at Wed, 18 May 2022 18:22:57 UTC No. 898080
>>898078
nope, it's already lagging like crazy...
I think I'll stick with the old model
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Anonymous at Thu, 19 May 2022 20:16:04 UTC No. 898375
>>898080
cylinder
resize (z)
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Anonymous at Thu, 19 May 2022 20:17:20 UTC No. 898377
>>898375
duplicate move resize rotate move
Anonymous at Fri, 20 May 2022 15:20:59 UTC No. 898527
Anonymous at Fri, 20 May 2022 15:56:49 UTC No. 898544
the thread that saved /3/
Anonymous at Sat, 21 May 2022 03:28:30 UTC No. 898695
bumpppp
Anonymous at Sat, 21 May 2022 09:47:25 UTC No. 898728
>>881705
Now add small tank
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Anonymous at Sat, 21 May 2022 15:55:58 UTC No. 898779
>>898377
duplicate
resize, rotate
boolean (union)
duplicate, rotate
boolean (union)
Anonymous at Sat, 21 May 2022 16:02:30 UTC No. 898780
>>898779
>boolean (union)
nigga
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Anonymous at Tue, 24 May 2022 19:20:20 UTC No. 899371
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Anonymous at Tue, 24 May 2022 19:21:22 UTC No. 899372
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Anonymous at Tue, 24 May 2022 19:37:50 UTC No. 899375
remesh (voxel)
>>899372
randomize
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Anonymous at Tue, 24 May 2022 19:40:52 UTC No. 899376
>>899375
simple deform