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I'm restarting building my game, mostly in Blender this time

Hopefully what I've learned in Blender will help me build better models faster than I could in Unity's engine
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CrazyMusicLover · 31-35
It's so fascinating to me now how people just decide to build some project in Blender and they actually do it. 😆 I always get stuck at PBR stuff and little BS like that. Always just some detail somewhere, no chance for an actual full scene.
caPnAhab · 26-30, M
@CrazyMusicLover I am too lol

I liked watching these challenge type of Blender videos. They're pretty funny [media=https://youtu.be/XEaoHoH4qf0]
[media=https://youtu.be/2hRSMm6-HSk]


When I first started learning I couldn't turn a cube around. I've come a long way but still have a lot to figure out
CrazyMusicLover · 31-35
@caPnAhab I'm demotivated by all the addons you need to buy if you want to do certain stuff fast. It's like...if you don't have them, what's the point of doing it the hard way if it's possible to do it with a few clicks?

This is the last model I kind of finished. 😆


I hate following tutorials, lol. 😆
caPnAhab · 26-30, M
@CrazyMusicLover you made that? That looks really good!
CrazyMusicLover · 31-35
@caPnAhab Thank you! I always struggle with vertex count. I never know if I should keep as little of them as possible or rather make it look really good. It always ends up in an odd compromise. I didn't care about vertex count with this oleander though.
caPnAhab · 26-30, M
@CrazyMusicLover Do you use the flowers in a larger project or are they themselves the project?

I suppose you'd have to worry more about vertex count and such if they were just prop in a bigger piece eh? It really shows that you put a lot of details in the oleander.
CrazyMusicLover · 31-35
@caPnAhab I always have an idea of selling models as ready props but I haven't prepared any that way yet and I'm not sure what should be the limit of vertices. There's some typical workflow for these things but as I said, I hate following tutorials. 😅 so I just experiment with everything my way. Anyway, I always try to build stuff the way to use the lowest number possible and clean topology while still making it look good. I can always use subdivision surface later. What I hate though is how I create materials in one software and then it looks completely different in Blender or somewhere else.

Last year I tried using only Substance painter for materials but I don't like results. Everything looks like plastic.