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🧵 Untitled Thread

Anonymous No. 881705

Hello, I'm back.
This time, I'll try to make the game world...

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Anonymous No. 881706

>>881705
add cylinder

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Anonymous No. 881721

>>881706
size x
size y

Anonymous 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 No. 881743

>>881721
texture

Anonymous No. 881789

nice, needs some turtles maybe. or was it elephants?

Anonymous No. 882748

Anon is never coming back

Anonymous No. 882801

>>881705
Misread this as Hello im black. Good for you buddy, show your game world

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Anonymous No. 883389

>>881743
I finally discovered K

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Anonymous No. 883390

>>883389
extrude

Anonymous 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 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 No. 883402

>>883395
intrude
(the point where the beach goes down into a cliff is where the water level will be)

Anonymous 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 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 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 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 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 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 No. 884663

>>884294
cut + extrude

Anonymous 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 No. 885646

>>884663

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Anonymous No. 885650

>>885646
discovering K has been a revolution for me

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Anonymous No. 885653

>>885650
modifier (trial)

Anonymous 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 No. 886661

>>885653
ok the general layout is done (for now)

Anonymous No. 886667

>>886661
Keep it up anon. Proud of you

Anonymous 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 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 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 No. 887251

>>886852
time for coloring

Anonymous 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 No. 887727

damn that's not bad at all

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Anonymous No. 887865

>>887251
Modifiers > Boolean > Difference > (using the city's outline)

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Anonymous No. 887885

>>887865
cutting mountains with Ctrl+R

Anonymous No. 888140

>>887885
man this looks painful to cleanup

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Anonymous No. 889507

>>887885

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Anonymous No. 889511

>>889507
K

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Anonymous No. 889515

>>889511
E

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Anonymous No. 889519

>>889515
5
7

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Anonymous No. 889523

>>889519
G

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Anonymous No. 889535

>>889523

Anonymous No. 889595

God damn I'm NGMI

Anonymous 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 No. 889618

export it from Blender.
import it into Blender (Game Engine)

ngmi, op.

Anonymous No. 889694

<img class="xae" data-xae width="37" height="32" src="https://s.4cdn.org/image/emotes/0ee48fb4_longcat.png">

Anonymous No. 889695

<img class="xae" data-xae width="37" height="30" src="https://s.4cdn.org/image/emotes/95c37417_longcata.png">

Anonymous No. 889696

<img class="xae" data-xae width="37" height="30" src="https://s.4cdn.org/image/emotes/95c37417_longcata.png">

Anonymous No. 889697

<img class="xae" data-xae width="37" height="30" src="https://s.4cdn.org/image/emotes/95c37417_longcata.png">

Anonymous 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 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 No. 891437

>>890808
Still working on that map?

Anonymous No. 891468

>>889694
>>889695
>>889696
>>889697
>>889698
Holy based

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Anonymous No. 891549

>>890808
and now something different...
add plane

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Anonymous No. 891550

>>891549
5 + 7

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Anonymous No. 891551

>>891550
K (cut)

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Anonymous No. 891552

>>891551

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Anonymous No. 891553

>>891552
extrude

Anonymous No. 891603

Where could this be going

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Anonymous No. 892338

>>891553

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Anonymous No. 892339

>>892338
move (Z axis)

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Anonymous No. 892344

>>892339
boolean (difference)

Anonymous No. 893310

>>892338
>>892344
A bit flat for a cave system, no?

Anonymous 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 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 No. 894811

damn it OP why did you make a new thread, I've been waiting for your return in the old thread

Anonymous 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 No. 895339

>>894784
Trying textures.

Isn't there some quick way to make them look more uniform without having to use UV mapping?

Anonymous No. 895402

>>895339
retopo it

Anonymous No. 895422

>>895339
yes, planar projection.

Anonymous No. 895542

You could've done all of this in the fucking Unreal editor in 8 minutes

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Anonymous No. 895758

>>895339
add metaball

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Anonymous No. 895760

>>895758
duplicate

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Anonymous No. 895765

>>895760
>>

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Anonymous No. 895766

>>895765
convert to mesh

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Anonymous No. 895768

>>895766
material

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Anonymous No. 895769

>>895768
randomize

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Anonymous No. 896464

>>895769
remesh
duplicate
resize
move

Anonymous No. 896479

>>896464
You have the steps for how you did the trunk, or was it similar steps?

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Anonymous 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 No. 898073

>>898069
extrude

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Anonymous No. 898074

>>883389
I don't think this ridge is possible anon

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Anonymous No. 898076

>>898073
511 horizontal cuts
511 vertical cuts on the left
511 vertical cuts on the right

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Anonymous No. 898078

>>898076
diplacement map

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Anonymous No. 898080

>>898078
nope, it's already lagging like crazy...
I think I'll stick with the old model

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Anonymous No. 898375

>>898080
cylinder
resize (z)

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Anonymous No. 898377

>>898375
duplicate move resize rotate move

Anonymous No. 898527

>>898069
>>898073
>extrude
Lmao what the fuck anon

Anonymous No. 898544

the thread that saved /3/

Anonymous No. 898695

bumpppp

Anonymous No. 898728

>>881705
Now add small tank

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Anonymous No. 898779

>>898377
duplicate
resize, rotate
boolean (union)
duplicate, rotate
boolean (union)

Anonymous No. 898780

>>898779
>boolean (union)
nigga

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Anonymous No. 899371

>>898779

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Anonymous No. 899372

>>899371

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Anonymous No. 899375

remesh (voxel)
>>899372
randomize

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Anonymous No. 899376

>>899375
simple deform