
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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