Thanks for take Caracas with a example of Favelas, i watch all this content to learn how do modular kit, and it was a amazing learn for today. Thanks Man
You can 100 percent use the geometry side of things. Its with texturing that there are some considerations on the game side. As long as you stay within those considerations, you should be all good
Hey great tutorial thanks for that, I have a question how do you get it so that the UV size is the same in every mesh, this is important for brick textures for example
Hi there, good question, i seemed to have gone over the UV section too quick. Lots of questions! The initial UV and materials is just to make sure everything is unwrappable and has the correct seams, at the end, i generally attach everything and unwrap as a whole, which keeps scaling consistent, or, i select in the material tab, by material slot assigned to mesh, then it will unwrap all brick, for instance, together, and in consistent scaling.
Hi there. Planes have 2 vetex, boxes have 8, when only modeling the exterior, it doesnt make sense to have extra vertex, also, its then less modular, more difficuld to snap-build. Unreal engine still reads collision for planes, or you can custom collision. Engines as well as collision has come a long way. Thanks so much for the question, questions like these help the rest of the viewers grow in their understanding, also i miss alot while eplaining the stuff :-)
Great Video, Only thing missing is some sort of explanation on UV unwrapping for different pieces that fit together. For example you have a 2x2 piece, 1x2 piece and another seperate 2x2 piece. How do you have consistant seamless UV's across mulitple objects no matter the configuration? Is that why you have the concrete trim on this model?
thanks! Agree, i did not go deep enough into the UV part of the video so thank you for pointing it out. I use the concrete trim for that reson exactly, but it can also be solved by taking a trimm sheet approach. Also, the thing to remember here is that i trate the material slots, and uv seams per tile to make a later, combined unwrap without having to set it up on a then complex model. all depends what you are building. Also, the workflow i follow is more for indie film set extensions, and not targeting gaming, which has a more labor intensive process. (that i don't particularly enjoy if i must be honest). Does this answer the question? Hope so!
@@HubertKnoblauch3DContentOnline Im doing an marathon today, watching all ur tutorials on how to build buildings, thanks for letting me know. One Question: Are there benefits using a cube to make a wall instead of a plane? So it has two sides?
@@HubertKnoblauch3DContentOnline Thanks for taking ur time to answer me, ur an big inspiration, im also passioned about making buildings. You are awesome!
@@HubertKnoblauch3DContentOnline yes i did use from polyheaven brick an concrete but i could not achieve with making one from other site ambiant cg (poly haven has .blend project for material already so it was ready to use) i wish thst you can show how to make them and make them align with each other thank you for reedin my comment king!
Are there any sources that you use when you explain how you come up with the measurements of your assets? I'd like to know how you got, say, 750mm for doorways and 200m for step heights.
Hi there, thank for the comment/question. I use universal design principles, have a book on it, and having studied universal design for access, have some sources. they are country specific at the end of the day. example, the 750 is a minimum in SA, but the standar should be a more forgiving 900mm. steps here are 150 to 200 mm, whit a maximum of 16 steps before a landing must be cast. You can take the height of the area, divide it by the legal landing requirement in your area and see where the mm amount falls.
Hi there, thanks for the comment. My focus is the indie film industry, i model for selling into that market and not the gaming market unfortunately, sorry!
This is the best tutorial but i have a question. I made my walls around 15cm thick and when I place the floor to make a building they are overlapping. Is it correct to make 3 types of floors with 15cm less width in both sides, in one side, and a default one without removing these 15cm? What's the most efficient way to avoid overlapping with thick modular kits?
hi there. thanks so much. I always keep the modularity focused around the walls, realizing at some point a custom floor or ceiling might be needed. IN this case, i would just take the 15cm off the floor all round i recon. Appreciate the comment. would love to see what you are working on.
So, essentially this is a bug in blender, and here now a year later, and they still haven't fixed it. Also, this method did get some colour back, but the whole thing was tinted slightly purple... Edit: Using @joecomeau3263's method of just selecting the base colour node seems to work without the purple tint.
@@HubertKnoblauch3DContentOnline well, I personally assign a custom icons. Very quick to render and looks exactly as needed. But for the huge libraries can be cumbersome.
It actually works just by disconnecting and then reconnecting the Albedo texture. It is as if it registers the last action as one to use. So if yo connect the NM, RM last that is the preview you will get
u got any idea about exporting i had issues with textures but now its fixed but now the issue is. lets say i make a house when put into engine i use, you can see through the house and but when u look around it the whole house is there and for a door in front its fine but behind it u can see through it like it don't exist to idk what to do
im so new idk what alpha is but i figured it out i guess kind of, somethings textures dont load on engines idk why but im new so it could be how i built or idk group stuff i got no idea@@HubertKnoblauch3DContentOnline
is it possible to set this on a objects directory so setting it as diffuse and then all marked for assets in that directory will automatically be done correctly for all objects, can this be done for an entire directory as not manually one by one ??
thanks you. Yes the citybuilder addon does collections of 15buildings per set. 5 small, 5 medium and 5 large. you could see if you can maybe. I did the soviet, hong kong and some other stuff there. It depends on what the need is, but currently expanding citybuilder is not the main focus, as the building arena is staring to get flooded.
I am making a 3D model of an art scene that i want to sell on line... Do i or should i copyright this image model.. If so, what would i need to do in order to copyright the model image... is it neccessary ?
Hi there, if it has artworks that you dont own, it should be sold only as editorial, for editorial use. You will see the editorial checkbox in cgtrader, blendermarket etc.
Hey, thanks for the great videos. I'm learning so much about modular design. I was wondering if you had any tips for making modular parts that are solid and not flat planes. For making buildings you can enter? Making the solid parts snap is proving to be difficult
Hi there, thank you, appreciate the comment. I have not gotten around to making a video on that yet but will be doing so sometime soon. it's a bit difficult to describe all that in the tips section unfortunately hahha :-)
@@HubertKnoblauch3DContentOnline Your very welcome, Thanks for the videos im learning a whole lot from them. Modular design really makes a lot of sense. Lol ya i can only imagine how difficult giving that sort of info over comments could be. I look forward to any content you create :)
thanks so much!!!! that is amazing feedback. I am planning a long format on modeling an informal settlement and it's housing, using only a trim sheet, so stay tuned!
Hi! Its avalable on blendermarket, you can buy it there if you want? blendermarket.com/products/the-3rd-world---informal-settlement-refugee-camp-favela-shanti
I was watching this video in one breath till 3 am and first i'm doing after waking up is writing this comment ... thank you so much, it is a great tutorial for the building creation workflow... im newbe in 3d modeling and also like you like architecture modeling for games, man, you inspired me to correct my ways of moddeling... will appreciate further video series. Thank you! God bless you. Happy New Year! ❤🎉 🙏👍🤝
from a brazilian that grew up in south africa that is back in brazil now... to see you model some of our favela buildings is kind of cool. thanks boet, kind of miss the accent!
@@HubertKnoblauch3DContentOnline do you unwrap each building once you are done putting the pieces together? or wouldnt it be easier to create a trim sheet and finish unwrapping the individual pieces and only then start creating the buildings?
Hallo Hubert - Danke. Bin durch eine Nennung, von LightArchitect auf dich aufmerksam geworden. Schaue mir jetzt ein paar Dinge von dir an und möchte selbst damit etwas schaffen.