So I’m just getting into creating a game and the biggest thing that’s stumping me is the map size. I’m creating a 2d/3d isometric game. The map creation is being made in blender since Unity’s map creation seems pretty difficult and I don’t have much knowledge when it comes to it and would rather create my own assets so I can easily update things.
I’ve seen a few videos on creating maps with Unity but it’s stumping me. So let me give an example to try and bring my point across for my question. I make a map in Blender, how big does it have to be? Or do I create tiles in Blender and bring that into Unity? I don’t want the map extremely big but a decent size for the game I’m creating.
Blender3D objects used as trees / detail in Unity3D terrain (See the second half of this response)
Probuilder and Probuilderize and Blender:
Some more potentially-useful info:
Updating Blender files without breaking your prefabs:
When I work in Blender3D for Unity3D use, I follow these organizational rules:
use Empty Blender Objects as folders: they come out as an extra GameObject
ALWAYS parent everything to a single Empty, even a single object
put as few objects in a given .blend file as possible, combining them in Unity into a prefab
REMOVE unnecessary items (Light, Camera, etc.)
use good names for your Blender3D objects and NEVER RENAME them after Unity sees them
don’t even think about final Materials or Textures in Blender. Set the mesh to use N different materials, but always set up the materials within Unity and disregard what gets imported.