Recently I've been making some levels in Blender an importing them into Godot. There are only about 7 or 8 shaders for each level, not counting dynamic objects which will be added later. But to improve rendering performance, it can be a good idea to split the meshes up into sections. At that point you might be faced with a list like this: Or it might be even more chaotic, if you didn't use simple names for the objects in your level. So it can take a long time to sort out all the meshes, make them unique and add textures and so on. Blender imports with simple Blender textures, or with placeholder materials. This is sometimes OK, but if your Godot shaders are very different to those used by Blender, it means applying new materials to every mesh object in the level when you import the scene. I found that during the design process, I was importing and readying a level several times before I was happy with the final layout. So at first I was wasting a lot of time. In Blender, I us
A blog about my various game dev projects.
Just a quick one here - Your figures look tiny.
ReplyDeleteA suggestion here would be to double or treble their current size.
Also, your background is very busy, making it difficult to see anything. A suggestion here would be to (currently) not use any texturing or some texture that is very similar across it (thus making your figures stand out more)
:)
Thanks, the background is just a placeholder for now, I'm going to be working on that soon. In the next few videos I'm going to be zooming in a bit to increase the size of the characters (already done it a little with the next vid). I'm happy with the scale of the game in terms of speed movement and size of doors etc... just need to be closer to the action. :) Thanks for the feedback!
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