
Explore how to build modular environments in Blender, assemble seamless mesh pieces, and import optimized levels into Unity using free tools for texture painting and materials.
Explore modular level pieces in Unity and Blender, including square floor tiles, corner pieces, and straight sections. Recombine, flip, and mirror these pieces to design diverse, configurable levels.
Learn how to set Blender's control scheme using presets to match Unity controls, access preferences, and lock a default setup for seamless cross-app workflows.
learn to customize blender’s user interface by selecting a darker theme, adjusting theme presets, and increasing the size of vertices in the 3-d view while in edit mode.
Configure a custom modeling layout by hiding the animation toolbar in Blender, maximizing the 3D view for modeling, and saving the preset with the current file.
Create a modular base tile in Blender, align its pivot to the grid using the 3D cursor and incremental snapping, and set a consistent four-by-four-by-three size for Unity compatibility.
Flip normals to shade interior faces, enable backface culling, and disable two-sided rendering, then use a wireframe overlay to prepare a base cube for modular level modeling in Unity.
Duplicate the base tile, move the copy to a new layer, and edit in edit mode to delete walls and the ceiling, creating the floor piece for the modular environment.
Learn to create a straight wall section for a modular environment by duplicating a floor tile, deleting the ceiling, inserting edge loops, and mirroring to complete the wall.
Detail the wall by shaping a hexagon-like profile with edge loops and trims, snapping vertices for precise alignment, extruding top features, and deleting unseen faces to optimize performance in Unity.
Tile wall segments in Blender, edit edges to insert dividers, delete faces, fill gaps, remove doubles, extrude, and mirror to create a complete straight wall.
Create wall variation by duplicating quarter sections, adding panels, inserts, and bevels, and address the ngong problem by improving topology.
Identify and remove ngons in a mesh using Blender's select faces by ngon option, then merge overlapping vertices and remove doubles to ensure all faces have four sides or fewer.
Learn to mirror, join, and merge modular sections in Blender. Create seamless meshes by using mirror modifiers, merging vertices, and flipping normals as needed.
Start the corner module by duplicating a quarter section, rotating it 90 degrees about the z axis, and flipping normals. Delete unused faces and stitch vertices to merge.
Align and merge two modular pieces by snapping vertices, constraining transforms on the x axis, and removing doubles to complete the corner module, matching walls and roof and floor.
Create a corner bridge in Blender by mirroring, snapping vertices, and extruding edges to connect two floor sections, using knife tool, isolating components, and cleaning doubles.
Create a crate prop for modular levels in Unity and Blender by starting from a cube, beveling edges, adding edge loops, extruding faces, and preparing for unwrap and texture.
Learn to build modular environments in Blender and Unity, use unwrap and model workflows, bake maps for indirect illumination, and create atlas textures for real-time rendering.
Learn how Blender preserves work after closing by using recover last session from the file menu, restoring unsaved changes from quickstart.blend.
Unwraps a modular environment in Blender and demonstrates projecting a 3D model onto a flat UV plane to create textures for 2D surfaces using the UV editor.
Learn how to add seams and unwrap UVs to minimize distortion, using edge selection, mark seam, and UV unwrap techniques for modular level design.
Maximize the UV editor, adjust vertex size and shading in preferences to reveal islands and faces, and use W to transform vertices before exiting with spacebar.
Mark seams along perimeter edges and corner pieces, unwrap the mesh to create UV islands, and mirror the UV mapping to texture all environment pieces consistently.
Unwrap and pack modular mesh pieces into a single texture space, offset by incremental snapping, and join them into an atlas while isolating UVs per mesh for clarity.
Learn to optimize texture space by overlapping UVs for modular game mesh pieces, using snapping and mirroring to consolidate elements and assemble a unified, efficient layout.
Consolidate all UVs into a single texture atlas with margins, arranging floor pieces, low and upper walls. Export the UV layout as a 2048 by 2048 image to paint textures.
Learn to bake ambient occlusion maps for environment pieces, simulating contact shadows where walls meet floors to add depth.
Get started with GIMP to create textures for game environments by working with multiple windows, layers, and the multiply blend mode, painting ambient occlusion, and defining floor and wall regions.
Learn to build modular wall tiles for Unity and Blender by painting beveled tiles, aligning them to a grid, and applying a bevel filter for a three-dimensional texture.
Create modular floor and wall tiles, add a black border, and colorize grayscale values with a separate color layer using color blending to preserve light and ambient occlusion.
Create a new layer from visible, use curves to deepen shadows and brighten highlights, and preview before and after to non-destructively boost texture contrast for Blender use.
Preview textures in Blender by loading an environment texture, applying it to all model faces, and reloading updates instantly to see changes in 3D before exporting modular pieces to Unity.
Learn to separate an integrated Blender mesh into independent pieces for export to Unity, using linked-vertex selection, separation, and origin realignment with the 3D cursor.
Learn to optimize, configure, and export Unity-ready modular environments from Blender and import them into Unity for seamless level assembly.
Explore exporting Blender models to Unity, troubleshoot common issues with a cube case study, and use the SBX add-on to export to x files instead of the blend file format.
Export the Blender scene to Unity via the FBX format, then selectively import objects, refine shading with normals, and fix scale to remove unwanted data.
Select all edges in Blender, mark them as sharp for crisp shading, add a split modifier without applying it, then export to FBX for Unity while keeping a seamless mesh.
Apply default UV mapping to objects, export only the selected mesh as an FBX, and import with normals and set the scale to 1 by default in Unity.
Implement an editor script in Unity to force all imported meshes to use a scale factor of 1, ensuring consistent model sizing.
Explore coordinate space conversions when exporting from Blender to Unity, revealing rotation issues due to z-up vs y-up axes. Reorient the model in Blender to resolve misalignment after import.
Align Blender models with Unity coordinate space by rotating the X and Y axes, applying rotation, and exporting as FBX with forward and up settings to ensure proper alignment.
Open the Blender modular piece, mark all sharp edges with mesh edges, and apply the same Blender-to-Unity export workflow to every piece, preparing it for SBX export.
Create modular game environments in Unity by assembling corner, floor, and corridor pieces with vertex snapping. Build and reuse prefabs to generate seamless levels with dead-end sections and isometric aesthetics.
Create modular level pieces by building straight and outward turn prefabs, align sections at the origin with vertex snap, and save them as reusable prefabs for level design.
Add point lights, adjust intensity and color for balanced illumination, duplicate and mirror lights for coverage, and generate light maps by marking meshes as static and applying light mapping.
Mark every level piece as static and bake lightmaps into textures. This Blender-Unity workflow creates a single lightmap with baked ambient occlusion.
Explore a Unity scene in first person, add first person controls from Standard Assets, and implement robust collision using box colliders for floor and walls to prevent walking through geometry.
Add final touches to your modular levels in Unity, applying bloom and image effects to the main camera, adjusting collisions, and testing the scene in play mode.
In this course, instructor Alan Thorn takes you through the basics of modeling inside of Blender, as well as texturing with the free image manipulation software Gimp. Using these tools, you'll learn his complete asset-creation pipeline for this modular set. We then follow it up by learning how to import those assets into Unity, and set up our own playable game environment.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
About the Instructor:
Alan Thorn is a freelance game developer and author with over 12 years of industry experience. He is the founder of London-based game studio, Wax Lyrical Games, and is the creator of award-winning adventure game Baron Wittard: Nemesis of Ragnarok. He has worked freelance on over 500 projects worldwide including games, simulators, kiosks and augmented reality software for game studios, museums and theme parks. He has spoken on game development at universities throughout the UK, and is the author of nine books on game development, including Teach Yourself Games Programming, Unity 4 Fundamentals and the highly popular UDK Game Development.