While only a few aesthetic changes appear on the surface, the underlying structure of files and scenes is very different and almost an entirely new setup! This now makes it easier to change the building models while keeping its location and node structure the same.
(the smiling npc guy is right next to the cursor if you can see him btw)
I have been using Godot Engine to learn how to make games for a few years now and i wanted to thank the awesome team and community behind this wonderful game engine, Godot 4 is such a big milestone and has been an amazing tool to use on my gamedev journey, and its FREE!!! It is such a big deal to have an amazingly fleshed out and supported game engine for the community that is free to download and use, and seeing it come this far makes me happy!
Huge congratulations and an even huger thank you to the programmers, artists, contributors, and developers of one of my favorite pieces of software out there!
When I had my wisdom teeth removed I was playing a lot of Minecraft during recovery, so I went back to that world and exported it into Blender and rendered a little image of my main house base.
I was working on a more built model of the castle at the end of the town in my game and so I rendered a full view shot of it in Blender and took a few screenshots of it in game for scale :D
It may not look all that different, but the underlying file structure and scene layout is completely different in this screenshot! Previously, all the buildings and trees and everything was in one .blend file that godot imported. Now that I have been liking the current layout, I put a lot of work into splitting each major building, tree and the whole single .blend file into multiple .blend files that are now instanced into one overall scene :D!!! Took a bit but it will definately help out as I work on each building and piece of the scene individually to build them up
So I have been testing different styles of textures in my game, with this wood being the first example. The texture itself is a scaled down low-res version of a wood plank material from Polyhaven and I changed a bit of the bump and specular maps along with the color of the wood itself. Next on the style test lineup is probably going to be more simplistic and non-realistic flat colors (more akin to The Witness) but we shall see where I actually end up going lol
Here is a before and after comparison when a little local Inn decided to invest and expand their infrustructure.
In actuallity I was just noticing how small the interior felt in the before which prompted me to work on the after! There are also a few other changes in the general model (such as the wood supports in front) and the surrounding trees and leaves but all I really did was blow it up like a balloon :D
I recently played a bit of Fatum Betula and was really inspired to create some surreal visuals, so here is a water drop suspended in water that I modeled in Blender and put into Godot Engine!
(I highly recomend Fatum Betula btw its like $6 or something on pc and consoles)