I’ve hit a major slowdown trying to develop my game. I made the basis of my gameplay using premade assets from the tutorials, but now I’m trying to make the assets in Blender and pass it to unity. As if making the actual character isn’t dificult enough, UV unwrapping, and then passing each box, door, house ect to unity is a pain.
What is the best way of not only managing the workflow between Blender - Unity but also divide the game into pieces (ex: making the whole village in blender vs making individual houses)?
Your question is hard to answer. A general answer will help you nothing. And a in detailled answer is too much to write and too hard to understand for you i fear. What you search is called experience. You unfortunately cannot buy that one. You have to learn and make this experience by yourself. It needs usually years to become a somehow useful 3D artist. 3D is very complex. So don`t expect to be a master in two days. All i can tell you is to try and read/watch tutorials as much as you can.
Your game has many detail objects (debris, furnishings,e.t.c
My game fell into #3 and trust me it was a pain. Why can’t you make all the Villages in Blender? You can easily pass shared materials between objects through the use of tile-able textures for houses, doors walls e.t.c. Since UV and texturing generally takes most of the time, tiles are usually the best option. Don’t hand paint everything, not even industries do that. As far as the modeling goes, you could build the entire scene in Blender if it is exactly how you want it (though unlikely) and that will speed up production and worflow. Don’t overdo it though, one object is messed and the whole scene is busted. it will take eons to carefully hand craft each small object. Unless your shelling out cash for a AAA production, don’t focus on the small things. Spend most of the time on the Village “houses” texturing the whole house as one object that can be re-used e.t.c. And don’t get stressed, good art takes time. Just remember to UV and Texture only the most important things (as long as your an Indie beginner )
The tile approach is a good approach. Shape premade walls and buildings and stuff, and then build your level with it in Unity. The downside of making the whole levels with tiles in Unity is the drawcalls. You may want to optimize the level at one point, and/or cut away not needed geometry. The Obj export script that can be found at the Unify wiki is your friend here. That way you can go on in Blender, and reimport it when done.
Is there a 4)all the above cause i would fit into that lol, im learning the hard way that building a 3d game by your self isn’t as easy as some people make it look.
As far as controlling your game objects, I learned to build the scene, like a room, in blender, but i make it out of different objects, in other words im not gona build a whole level extruding one cube in blender, it can be done but im not that good plus it makes scripting easier since i can refer to a single object in that scene rather then racking my brain on how to get one small section of a wall to go boom.