
Explore basic concepts and shortcuts for designing scenes with GridMap in Godot and Blender, using Blender as the 3D editor and GridMap to place mesh tiles from the MeshLibrary.
Remove the default content, add a cube, and enter edit mode to craft the GridMap base with four sections. Extrude walls, add loop cuts, bridge edge loops, and shape stairs.
Select material view, add a base material with a black color, then assign interior and exterior wall materials by selecting faces; optionally inset and color the floor.
Separate sections by using x-ray mode to see front and back faces, select edges in top view, and move each section, repeating for all parts.
Adjust the faces of each section to ensure they visually connect in Godot, then eliminate hidden lateral faces and create faces to cover the stair hole using grid fill.
Separate each section to form independent figures by selecting its faces with L, then press P to separate, repeating until all but one section remains attached to the original figure.
Learn to adjust the origin point of figures in grid maps by entering edit mode, selecting all faces in front view, and moving towards the center with g.
Design a slope section in Godot to define stair collision, using a cube, materials, and edge operations (delete, select, connect with F) to create continuous faces.
Rename the sections to clearly identify each figure in Godot, using the names corner, entrance, floor, slope, stairs, and wall.
export figures to a glb file with glTF 2.0, ensure all figures are visible, name the file, and export without changing any parameters.
Create a new Godot project by naming it, assigning a valid path, and pressing create folder, then choose OpenGL ES 3 for higher quality or ES 2 for broader compatibility.
Import the glb model from Blender by creating a models folder and a house 1 subfolder, then drag and open the glb file, choosing open anyway when prompted.
Add collisions to each figure by creating a trimesh static body, yielding StaticBody and CollisionShape nodes. Duplicate StaticBody into Slope and drag into Stair so stairs use slope-like collision.
Save the scene by choosing save scene as, create a scenes and models folder structure in the project root, then save the House 1 scene.
Create a new 3d scene, rename the root node to house1, and save the map scene under scenes/maps/house1 to organize project assets.
Add a new grid map node and use a mesh library to design a scenario, importing from scene (apply transforms) to load the figures and place them on grid cells.
Change the work area perspective to orthogonal view to work comfortably with GridMap, rotate the view with the middle mouse button, and insert corners, walls, and floors.
Save the mesh library to reuse in GridMap nodes by creating a lib folder at the project root, naming the library, and saving it.
Add a second GridMap to create a floor and assign figure library. See that both GridMaps share shapes and that figures are independent of other nodes; delete with a right-click.
Move through floors by placing stairs on the first grid map and adjusting the floor value to raise stairs, then repeat for the second floor and hide unused grid maps.
Re-edit the content of other GridMap instances, add a temporary floor outside the house at the first floor node, rename the nodes for identification, and save the changes.
Create a new 3D scene, rename the root to Player, and set it as a KinematicBody. Add Capsule CollisionShape and a MeshInstance with a 1x3x1 cube mesh, aligning the collision.
Attach a camera to the player scene by selecting the mesh instance, add a camera node, position from the top view, rotate to face the player, and preview the view.
Configure keyboard controls for player movement and rotation in Godot by creating the Player scene, saving changes, and mapping up, down, left, right, rotate_left, rotate_right in the input map.
Assign a script to the root node from an empty template, inherit from KinematicBody, define SPEED and FALL_ACCELERATION, set velocity to Vector3.ZERO, and override _physics_process.
Create a rotate_cam function to rotate the camera when rotate_left or rotate_right are pressed, using get_node to access the MeshInstance and rotate_y with PI/100 or -PI/100, called from _physics_process.
Create a falling function to simulate gravity and ground contact, using is_on_floor to adjust velocity.y to -1 when on ground, and apply fall acceleration when airborne, call it in _physics_process.
Implement a moving function that uses the camera direction and input to compute the direction variable, normalize with Vector3(1,0,1), update velocity.x and velocity.z via SPEED, and call it from _physics_process.
Configure the move_and_slide function to handle speed and direction while preventing slide on inclined surfaces, adding max_slides, a ground angle threshold of 50 degrees (in radians), and preserving infinite_inertia.
Save changes, reopen house1, and insert the player into the stage. Position the player at the center above ground, reveal the second floor, press play scene, and test camera controls.
Configure the exterior material of the figures to become transparent at close range using distance fade with PixelAlpha, max distance four, and verify changes in the House1 scene.
Adjust the interior wall material by setting Cull mode to back to hide inner surfaces. Verify in the House1 scene to see how the wall becomes transparent.
Fix the first-floor design in GridMaps and add the building entrance, then run the scene again to verify the changes in Godot.
Test different configuration to see how inclined surfaces interact; run the project to walk up stairs and observe that with move_and_slide using velocity and direction, the player may slide down.
Model a pot for a building scene by starting from a cube, editing in front view, and using extrude and inset to shape the pot and its plant stem.
Learn how to create a half-cube table in Blender by adding a cube, editing the top face, moving it down along the z-axis, and hiding the pot.
Create a painting frame for the wall by adding a cube, entering edit mode, adjusting scale and origin, using inset on the front face and extruding to form the frame.
Create a whiteboard figure by adding a cube, scaling on x and z, moving the origin, adding a bottom loop cut, and extruding the bottom face.
Create a sofa by adding a cube, moving top face down, narrowing the front-back gap with scale, adding loop cuts, widening them with scale, and extruding the back to finish.
Duplicate the sofa in edit mode, hide the original, then select all faces and widen the copy along the x-axis to create a bigger sofa.
Build a box in gridmaps using blender, starting from a cube, editing in edit mode, scaling, moving to the bottom edge location, applying an inset, and extruding faces inward.
Assign materials to the created shapes in the pot, using three materials for the base, the stem of the plant, and the leaves.
Assign a base color material to the table to establish its basic appearance in the scene.
select two colors for the painting materials: one for the frame and one for the painting, and apply them accordingly.
Learn how to apply whiteboard materials in a GridMaps workflow using Godot and Blender, focusing on two colors to distinguish the base and the bottom.
Design scenes using gridmaps with Godot and Blender by applying a sofa's material and setting its base color.
Apply a base color material to the large sofa, focusing on defining its foundational color properties.
Apply box materials using two colors, one for the edges and one for the center, to differentiate features in grid maps.
Rename each figure to the provided names: pot, table, frame, board, sofa, big sofa, and box, to organize the GridMaps in Godot and Blender.
export your figures by selecting file, export, glTF 2.0, then name and save, without changing any parameters.
Import assets into Godot and organize them by creating a house obj folder inside models, then add collisions by creating a trimesh body for each figure and saving the scene.
Create a GridMap by adding a new grid map node, renaming it, importing objects from a scene into a MeshLibrary, and saving the library in the Lib folder.
Adjust GridMap cells in Godot and Blender scenes by setting cell size to 1x1x1, removing center offsets, and verifying figures align with walls and floor.
Execute the scene and verify its operation, confirming the scene runs as intended in practice.
Insert the figures for the first floor and use all the figures to design it in this video.
Design the second floor using all the figures to guide the process. Apply the figures to complete the space design.
Run the scene to verify the changes and walk between the first and second floors, testing GridMaps with Godot and Blender.
Hello and welcome.
If you are a designer who is interested in creating 3D scenarios for video games with the flexibility to modify these scenarios at any time in the game engine or in the 3D editor, this course is for you.
This course focuses on creating our own resources to design a complete 3D scene with the help of a grid map.
For that, we will use GODOT as the game engine and Blender as the 3D editor.
In Blender, we'll create multiple glb files. Each file will contain various figures that will represent parts of the scenario.
In GODOT, we will import the glb files to create multiple libraries that we will use as resources for the grid map. and after that, we'll use the grid map to lay out the scenario.
In this course you will learn:
Create 3D resources in Blender.
Export the resources to a glb file to be used in an external application.
Load the resources into GODOT.
Create MeshLibraries with our own resources.
Add Physics to our resources.
Design a scene with the use of multiple GridMap nodes.
Create a model that can be controlled by the player to navigate and interact with the scenario.
This course may be attractive to you because it can serve as a basis for creating a video game prototype that may require design changes without the need to update the 3D resources that are part of the scenario.
In addition, you will have access to the content created during the course.
I hope you find the content useful and that you can apply it to your personal projects.
Have fun and happy learning.