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  • Forgive if I asked this already: Is it better to do level design in blender or in godot?

As the title says....

Or is this a which is more 12 eggs or a dozen eggs kinda question.

Just wanting to be as efficient as possible.

I try to build as much as I can in blender. This makes it easy for me. But I have to put some of the work in Godot. I am exporting in .glb and making 3D games. I find blender default UI makes it easier for me to work.

@newmodels said: I try to build as much as I can in blender. This makes it easy for me. But I have to put some of the work in Godot. I am exporting in .glb and making 3D games. I find blender default UI makes it easier for me to work.

Do you have a link to how scenes made in blender work in godot? Does each model in a scene import as a different object that you just work with normally in godot?

It depends how much interactivity you want. Like for my demos, I did mostly everything in Blender because the scene were static and already assembled. Then I just added the collision shapes in Godot. But this becomes a hassle if you have lots of interactive objects, want to spawn them with code, or do any kind of procedural generation. So doing it in Godot is more flexible. Also, Godot is easier to move stuff around, as you can type in or slide values, and the gizmos are easier to use. So it is probably going to be more fun to do it in Godot.

I just make the objects in blender and place them there. I also make collision shapes, but they are not ready until imported into Godot. After imported into godot I then can make the collision shapes trimesh or convex. Hiding the shapes. As for the game pieces such as mobs, they is done by script. Or sometimes I will place mobs into the scene using godot. Lots of the work Is done in Godot. But the shapes of the levels and painting is blender. Things like placing trees and even the grass is done in blender.

There is better way of place grass with Godot, but I like using blender.