Total length, about 10 - 12 minutes . .
In a few minutes, you got rocks . .
Part 1 :
Part 2 :
Part 3 :
Part 4 :
Part 5, importing into Godot :
Part 6 : Final version, download to Blender files in description, and . . : https://gofile.io/?c=TSEzRF
It's basically, if you move the ' rocks ' up and down, because of global coordinates on the displacement modifier, it ' morphs ' the voronoi pattern, so you get, effectively, infinite rocks . .
If one moves the rocks a bit up, they change shape automatically, into new rocks, as many as one wants,
Watch the last tutorial ( part 6 ), to make sense of it, one just ' moves ' the rocks, and they ' change ' into other rocks, in the computer . .
Now, after you made the rocks, you want to BAKE the high-poly rocks ( increase sub-divisions, it's easy ), and bake them to a lower poly version, make a CTRL+C copy, and reduce sub-divisions, and this is how . . .
Here's a quick video, about how I do it, it's not very complicated . . .
However, there are some mip-map errors like from before, and I don't know how to make them go away, sadly . .
Zoomed out, it's hard to see, also with a diffuse, albedo it's hard to see, from an isometric game . .
Here's the model, without normal map . . .
Honestly, I didn't do that yet so I may be wrong.
That normal map is a texture and it uses the mesh UVs?
How are the faces UVs mapped/unwrapped to your (normal) texture?
It looks fine in the video (values are repeated a bit on outside edges of the UVs so they don't abruptly change). Is it exactly the same on your texture/UV?
I am asking because this looks like i.e. the faces are mapped to the normal texture like they are not adjacent.
I think the UV's were adjacent here, the problem is a flaw in the normal map, the UVs are correct, but the normal map has pixelated effects near UV edges, and that's what happens . .:(
With texture on . .
How it looks, a little different . .
Added some rocks, to cover up holes, so on . . .
It's the same as the rock-making stuff, add a displace modifier to a plane, but sub-divide it, so the surface ' flows ' like a voronoi, under glocal coordinates, so moving it changes the look completely, for more modules, stones . .
Put some grass in . .
My level, right now
Using CTRL+D ( Duplicate ) to make many copies of the wall, it's easy, fun . .
Changing the ' first ', ' second ', and ' third ' voronoi texture parameters, adds more detail . . .
Last, added some free rock textures, normal map, roughness, albedo . . .
I updated the tutorial, now it really works . . .
Okay, had problems making it work, it was because the UV's were not aligned to the pixels, after making a Lightmap UV unwrap ( instead of normal Unwrap, or SmartUV unwrap ), had to enable ' Snap to corner of pixels ) in UV settings, under snap, and hit ' g ' once, then press left, or just move them a little, then all selected UV's snap to pixels, and normal maps look good, in Flat shading . .
Video about it, also remember to set normal map to ' non-color data ', when creating the images, for the bake . . .
Here's a quick method, for making any human mesh, in 3D, that's very efficient, and works . . .
Part 1 : Base Mesh
Part 2 : Boolean and early work
Part 3 : Retopo, good hand topology, arm topology
Part 4 is being made, retopo legs, feet . .
In 2 - 3 hours, you have a nice 3D model, of a human being . .
Part 5 will be adding eyes, nose mouth . .
Here's part 4, legs, and feet . .
All perfect edge loops, going around character . .
More pictures . . .
Download : https://gofile.io/?c=rH50bY
It can easily be shaped, to follow a reference art . . .
Okay, I got a lot complains, about models being nude, so I added a few loop-cuts, the arms, and gave a few clothes, now looks human . . .
Here's a video, about how to make the clothes . . .
I improved the method a bit, here's a picture, from the process . .
Blender download file . .
Obviously, he doesn't have a face, but this is a good character, for prototyping games, getting started . . .
See the videos for how to retopo it quickly, in about 45 min - 1 ½ hours . .
Low-poly God . .
You can use Paint 3D ( comes with Microsoft ) to make some nice grass, leaf, other stuff, flame textures, in like a few minutes, and they work right away . . Easy, no hassle, very fun . . . .
A transparent leaf made in 2 minutes, works immediately in Godot . . . .
Fire, smoke . .
Just click ' transparent canvas ', and start making graphics, pixels . . Save a .png, copy into Godot, it works . . .
Fire particle system, in 3 - 4 minutes . .
You can make basically anything, at least at prototype level, this way . .
I'm not sure I understand the problem you were solving. All graphics programs can save a transparent png.
Needing to set a flag in Godot in order to have a transparent material is a little bit strange until you understand why it's optimised that way. But overall you're just applying a material to a mesh aren't you?
Yes indeed, but I never knew how to make something transparent, in some programs I knew how to use, that's all . . It's nice to know one can use simple, cheap programs at least for the prototype stage . . .
Also, MS Paint can't, and it's not being developed, my favorite program . . .
Oh, I wasn't sure that's all.
Anyway, it's just to get some quick, nice transparent textures, for fire, smoke, grass, leaves . . .
It will look shining, terrific . . .