
Explore a blender-based, low poly modular environment kit for world building, featuring reusable building blocks that tile into limitless roller ball levels in Unity or Godot.
Learn to build a modular environment set in Blender, with straight, corner, and cross road blocks, then export to Unity and Godot for tiled levels.
Set up a Blender scene for a marble maze game by configuring version 4.1.0, themes, and industry-compatible controls, and adjust vertex size and metric units (meters) for consistent dimensions.
Open a new blender scene and visualize topology and shading by modeling mode, adjusting solid shading, shadows, and cavity details for a modular marble racing game environment.
Create the modular unit floor in Blender, align its origin to the world origin, set dimensions to 1 by 1 by 0.5, name it floor, and save scene for reuse.
Plan and model the marble run in Blender by creating straight, corner, and dead-end sections within a single tile, then carve a curved recess with a hollow interior.
Complete the dead end by joining meshes, deleting the end face to create an opening, extruding edges with vertex snapping, and adding loops and bevels for a seamless tileable end.
Duplicate the end section in blender, align to the world origin, and use a y-axis mirror to create a straight section; keep the center vertex for precise tile alignment.
Design a tileable transition piece in Blender by merging a straight section with a floor segment, using vertex snapping and bridge edge loops for a seamless level transition.
Create a 90-degree right-angled turn from a unit tile with blender's spin tool and a precise 3D cursor, enabling modular tile connections.
Clean up geometry after using the spin tool to ensure the bevel modifier works, by removing extraneous edges along the rotation axis and preventing aberrations.
Conclude module one by laying the foundations for a modular environment kit in Blender, with software configuration, preparatory steps, and modelling process ahead to complete our environment set.
Create a low-poly modular environment kit in Blender to build tiled, seamless world blocks for Unity and Godot, featuring a marble maze, a toon aesthetic, and rollerball levels.
Create an intersection piece by joining three straight sections into a T formation for a modular environment set, ensuring no ngons and using the mirror modifier.
Clean up and optimize topology by merging vertices, using auto merge, and refining bevel settings to reduce artifacts, preparing the model for reusing in future pieces.
Create a four-way cross section and two ramp variations in Blender using incremental snapping and the mirror modifier; bridge edges, set origins, and snap to grid for precise alignment.
Build a spiral helix slide in blender by duplicating a straight section. Apply a screw modifier with an axis object and center the origin at the lower vertex to tile.
Create a long 180 degree turn for the marble rally track using the spin tool and 3D cursor, adjust origin, and clean up faces for seamless tiling.
Create extended 90 degree track section by duplicating a straight piece, rotating it 90 degrees, and using the screw modifier with an axis object to connect to a downward dip.
Create a curved fork in the track using Blender, enabling left or right paths and ensuring the pieces remain tileable by duplicating, inverting scale, and merging meshes.
Complete the split section by merging vertices, inserting intersection vertices, and cleaning topology, using Blender's auto merge, split edges and faces, and vertex snapping to create seamless, tileable mesh pieces.
Wrap up module two by finalizing the environment set and completing its modeling, then prepare the project for export to a game engine in the next part.
Create a low poly modular environment kit in Blender, then tile and optimize it for Unity and Godot, exporting models for two engines to build a limitless roller ball adventure.
Learn to model a roller coaster style ramp in Blender by duplicating a straight section with the array modifier, shaping a bezier curve and deform modifier to tile seamlessly.
Review each model for backface culling and correct normals with recalculate outside, fix duplicated vertices by distance, and ensure complete edge loops to improve topology of the modular environment set.
Correct tiling issues by aligning origin points across mesh pieces, using vertex snapping and 3D cursor to set origins, and applying grid snapping and baking modifiers for seamless tile alignment.
Learn to assign two materials to tile meshes, mark seams and select linked faces, then reuse materials across tiles for a bright cartoon style importable into a game engine.
Applies shade smooth by angle to all models and renames objects for Godot collider export, then deletes lights and camera and saves the scene.
Apply the bevel modifier to all objects to add edge detail, then use mean bevel weight, switch limit method to weight, and set material index for consistent export results.
Reset scale to one and rotation to zero, apply transforms, and export each selected mesh to Unity as FBX or to Godot as glTF, with modifiers and origin settings.
Export your environment models to FBX and GLTF formats and prepare assets for immediate use in Unity and Godot, signaling the transition to integrating them in game engines.
Explore modular low poly environment design in Blender to create reusable building blocks for marble maze levels, then import into Unity and Godot to build endless, tileable worlds.
Create a new Unity 2022 LTS project for a marble coaster, import Blender-exported FBX meshes, and enable colliders and lightmap UVs for optimized performance and modular level building.
Create a Unity scene with modular pieces, enable gizmos and the skybox, organize the hierarchy with a root and world, and use grid and vertex snapping to align pieces.
Continue constructing a level with the modular environment kit by creating and reusing prefabs, using vertex snapping and local rotations to build large, complex worlds for the Marble Runner game.
Add a player controlled ball by placing a sphere with a rigid body and colliders. Use a script to read keyboard input and apply constrained forces aligned to the camera.
Learn to create cinematic camera movement in Unity using Cinemachine, configuring a virtual camera to follow and look at the ball with world space binding, damping, and look-ahead.
Review the completed Unity marble roller coaster, enhanced with a post-processing profile for bloom and color grading, plus a marble trail renderer and Cinemachine for dynamic navigation.
Move your modular set from unity to godot by importing gltf meshes, build a 3d scene with a playable marble, and explore grid snapping in godot 4.2.1.
Enable the snappy addon from the Godot asset library, install and activate it in project settings, then use the V key to snap vertices and align mesh corners.
Explore vertex and grid snapping to build forked paths, duplicate and rotate sections, and reuse Unity prefabs and Godot scenes to streamline level design with propagated changes.
Create a marble player in Godot by adding a sphere mesh, a rigid body with a collision shape, and a camera plus directional light.
Configure the input map in Godot to map left, right, up, and down to the arrow keys and a w s d, then import the ball controller script.
Attach the ball controller script to the player in Godot, adjust the exported roll speed, and use physics process to move the ball with camera-relative input and torque.
Learn how to implement a follow camera in Godot by attaching a Follow Camera script to the camera, targeting the player, setting distance and damping for smooth motion.
Apply post-processing in Godot to enhance lighting, bloom, ambient occlusion, and color adjustments, using sky, procedural sky, and anti-aliasing to achieve a vibrant cartoon aesthetic.
Complete a Blender environment and export it to Unity and Godot to build modular levels with a low-poly aesthetic.
Learn how to create low-poly tileable environments in Blender for vibrant indie games. In this comprehensive introductory video course, you will learn a practical and efficient modelling workflow for building a complete marble-maze environment for indie and mobile games. Your instructor, Alan Thorn, will introduce you to a wide range of powerful tools, techniques, modifiers and critical workflows using the amazing Blender 4 software, which is free and open source. Together, the transferable and industry-relevant knowledge covered here is used to create common environment pieces, and these will work like reusable building blocks, being tiled together in exciting combinations to make large and fun game worlds. You will further learn how to export your created assets into two highly popular game engines, namely Unity and Godot. By the end of this course you will understand how almost any tileable and low-poly environment assets can be created and exported, and then used in a variety of fun and creative contexts.
In this course you will…
Learn how to model environment assets using Blender
Understand a low-poly cartoon workflow for indie games
Develop an awareness of sound topology
Build assets with performance and games in mind
Be able to make environment pieces tile together seamlessly
Be confident in using Blender modifiers, like Bevel, Screw and Mirror
Be able to export models from Blender to common game engines
Be able to create interesting tileable worlds in Unity and Godot