Blender 3D News and Training

GameDev #2 : 5 Viewport Tips

Posted by Aidy Burrows on Jul 14, 2014

5 blender viewport tips for game environment

 

Ok I lied! There’s a few more tips mentioned and some handy modelling practices thrown in too.

Oh and also what pacman’s got to do with anything.

pacman

 

5 very important tips that are covered…

  1. Viewport mist

  2. Viewport shadows

  3. Better looking alphas

  4. Navigating with keyboard and mouse controls

  5. Realtime reflections

 

GLSL Textured View

 

Something that isn’t made explicit in the video but I’ll mention here is that for correct viewing you’ll need to set the viewport to use GLSL under the shading section of the properties sidebar (N key) and make sure your viewing mode is set to Textured! (Alt + z)

 

Also i’ll be getting the bridge mesh to tile and then quickly deform along a curve.

Bridge Curved

 

Let me know if you have any tips of your own in the comments below!

In the next installment we’ll be taking a look at some drawbacks and advantages of modularity. Until next time!!! – Aidy


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Comments (13)

avatar
Jordan
Jordan

Hello, how to get the background of the properties window clear? It would be a lot more useful, thanks :). Also I’m starting off in blender, I cant seem to stay on a project because I say its “too hard” or I just give up on the project Please Respond, THNKS!

Jacky
Jacky

Hi, have you infos in that Dvd about creating a shader Stack for game engine with the bake option of blender and use the channels of a texture as Mask to control Aspekts of material effects(metallness,glossyness,Routhnesss etc.)
I found a pdf about Dota 2 texture mapping for the game engine and in that tut are infos about baking the roughness to one of ne of the RGB channels with a Emission node…
Total new but totales intereting to see how the game engine gcreat a great looking Environment .

Aidy Burrows

Hi!

It is quite common to combine a bunch of greyscale images into each channel of an image so that the game engine only requires 1 drawcall.

In fact we did this sort of thing while working on the Lego game environments.

I don’t employ that idea in the DVD though. I’ll be doing some free upcoming UE4 tutorials shortly where I think those kinds of ideas make a bit more sense as you’ll be able to measure the performance improvements.

Incidentally if you haven’t seen it check this out… http://www.polycount.com/forum/showthread.php?t=89682
it basically takes the idea to the extreme. 🙂 Aidy.

Olson

Leave new loop cuts right in the middle by right clicking out of the edge slide – that is to say, ctrl + R, left click, right click. Avoids possibility of accidental slide when trying to double click confirm.

Looking forward to more of these, thanks Aidy 🙂

Dalai

You can tweak the walking parameters in the User Preferences (including the eye height).

Also if your scene is scaled you can change your global scene unit scale and walking will work proportionally.

Nice to see this spotted in the video by the way.

Worldsday

One small correction: The height and jump of your view in walk mode can be adjusted in the input section of your user prefs, so you don’t have to scale your world to 1 m = 1 bu to take advantage of this feature.

Worldsday

Thank you, Aidy! I am pleased to see such high-quality models/textures/lighting in this game, by the way. It goes to show what the BGE is capable of when competent artists are using it.

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