Hey guys.
I started learning 3D in Defold today, and I must admit that it was a fun experience.
However, I as I always do, I have some questions about using 3d in Defold
Having multiple meshes in one scene - @sven helped me solve it here
But, those merged multiple meshes donāt have textures - again, @sven said to
āEnsure UV Maps are named the same prior to merge (unless you want the UV Maps to remain separate) then combineā
How do I do this? (honestly, I opened blender for the first time today )
More of a Blender question than anything Defold-related really.
I messed around with the collada version a bit and couldnāt figure out why it wasnāt working. Then I tried importing the OBJ version into blender ā selected them all ā join ā export collada ā boom, it just works. (It even exported to have the right rotation in Defold on the first try!)
Oh, I spoke too soon. Importing the collada works fine, you just have to rename the UV maps. Somehow I couldnāt figure out how to double-click before. You can find the UV maps in the āobject dataā tab (the little triangle mesh icon thingy) in the properties pane. Then you just double-click to start renaming them. If you name them all the same before joining then it works.
If youāre new to Blender, one tip: you can press space and start typing to search for commands, so you donāt have to remember the hotkeys for everything.
But I am not over yet, thereās still a couple of things I want to know :
Q2 : - After setting up the cars, I moved on to add some environment. Fortunately, the kind Kenney has already made one, so I didnāt have to go far. For reference, here it is. But unfortunately, it pings up another problem, multiple materials arenāt supported in Defold. Any possible workarounds?
Q3 : How do we go about 3d physics in Defold. Is it similar to 2d, or different?
As a side note : I am really enjoying Defoldās 3D
Q2: I guess now you know the cost of āfreeā assets. Iām not an expert on modern 3D workflow, but to me it doesnāt make any sense for these assets to have multiple materials, unless youāre doing something fancy with shaders that you canāt get with a traditional texture + normal map + specular map shader. I think the best option is to texture & UV map them yourself. In Blender, if you have the materials tab open while in edit mode, you can select all the vertices that are assigned to a certain material, so if you just want flat colors this shouldnāt be too difficult once you figure out the general workflow.
Thatās why I hate using free assets . But having zero creativity, and almost no Game Dev funds means that I am bound to them.
Anyways, I just wanted to say that my first experience with Defold 3D was quite fun, and in the end, I was able to do what I wanted. Thanks a lot @sven@ross.grams and @Mathias_Westerdahl for helping me.
Pff, you donāt need creativity to make boxy little cars and roads, just go for it. Though using free assets probably still saves time getting -something- up and running. You could also check out MagicaVoxelāitās pretty fun and simple to play around with, and when I tried it it was easy to get the models+textures into Defold.
@gianmichele Haha, yup, just downloaded it a few hours ago! So far nothing is very different, they just moved a bunch of the tools around, though a few things work a bit nicer. Itās definitely a good change though, much more beginner-friendly. [Edit] (ā¦okay, anyone-friendly.)