Creating an X-Wing with Blender and exporting to Godot

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wow that's so embarrassing i think i was talking to myself the entire time so thank you so much nitish or nitish well thank you i was talking to myself for the past i don't know maybe half an hour thank you i was recording some footage uh before so i probably um muted my mic in the in obs so you couldn't hear me thank you for uh for for letting me know okay so now that we have the general shape uh if we ignore this ugly uh parts from the bottom i don't know i feel like this should be um becoming um narrower as we go forward so let's look at some references and maybe i'm wrong it doesn't look it doesn't seem to be becoming more narrow yeah seems to stay at the same width for the entire sloping down okay so let's for now at least leave it like this and see what happens it is a little blocky so let's go just for just for a second to wireframe mode take all of these slightly down and we can take all of this and take it up and let's again look in solid view okay that's workable we can we can we can we can work with this okay so let's look what elements we still need to do let's hide everything so we need to do the wings the wings to me seems to be just duplicates so i'm pretty sure that if i'll just make one wing and i'm going to um mirror along the both the x and the z i'll probably have a perfect x-wing and um so we need to make one wing um yeah and we need to make this nose this very iconic x-wing no nose so these are the two things i want to make and probably i want to make some r2 unit at the top also and after we'll finish we'll add all the edge loops we need to color everything in nice colors okay so i think i'll start with the nose it seems like an easier job and i'm going to obviously start with whatever is more easy because it's late and we're going to uh always choose the easier path in this hours so let's do it so is this going to also be a cube i think so let's look at the reference yes probably yes or maybe i can do quad let's look at this from the front now i'm going to start with the cube so let's edit i said cube let's do [Music] edit mode let's add an edge loop right click go to wireframe select these vertex vertices delete them set the cube at the mirror modifier and now go to front view scale everything and i forgot to enable clipping and now i'm going to put it maybe scale some more put it exactly on the nose here and now let's start adding some details so this should go up another edge loop here and this can now go inside add another edge loop here so you think you think cone shape yeah maybe i should have really go with a cone shape because it it becomes narrow but i i didn't i wasn't sure i was able to create this uh two you see it's not it's not ending in a point it's ending in a line so i wanted something maybe wider but in a minute we'll see if i was if it was a mistake or not okay so i take this to the side this can go down and outside okay so we have the basic shape here let's go to the side and this should be in the most the biggest part so let's move it there and let's enable the body for a second so we can see that where where it should sit so it'll take it up we take all of these maybe not all but this for sure should go to be slightly up this will go down and probably also this edge loop i'm going to slide it down a little bit i'm going to add another one here just to create this sloping and this i'm going to take back and maybe up okay so this seems like a decent start now let's just follow the usual extrude scale and i'm going to just scale on the z and again extrude scale z and maybe move a little bit and now again extrude and i'm going to now scale on the zero and move down is this for my dogfight game yeah i was starting to get bored with creating planes and showing the exact same scene and i think probably you guys also so i wanted to create a different showcase scene and i think some space shooting lasers might be more interesting so i need some spaceships to populate this new scene okay so now we'll first of all we can see that we have this weird uh two wide of nose we'll fix this in a second first of all i'm going to select everything and i'm going to press m and i'm going to merge by distance all the duplicates so we have these three vertices that we had duplicates off and now i can go to top view and i can fix the width so let's hide the body let's just look at this so this needs to be wider so scaling the x this also needs to be slightly wider and we'll need to find a way to create this nose oh maybe it already looks like this okay that's uh let's let's see in a sec we'll see in a second this also should needs to be wider sorry narrower this also okay so we'll move it this just this one great and now we're going to scale the x and i feel yeah i could probably do 0 and g on the x and we get the shape and let's just see that we still have the topology here seems about right let's look at it from the top again and from the front for some reason i still see this duck peak looking game a thing so i might need to change it but let's go to solid v just for a second and let's enable the body and this looks horrible so let's see how we can fix it so we need to take this i think outside okay so not only this let's go back to wireframe mode so which parts are handling this edge so this also and this also yes okay so let's go to solid view and let's move on the x slightly now let's go to wireframe again and take only this one and again move it on the x this maybe looks slightly better i think it's it's too um too much above too much above the the body itself so i might need to fix this let's look at it from the distance we're going to be viewing it in the game itself let's add the canopy so the good thing about low poly games where you view your models from so far away is that uh you can get away with uh having literally zero artistic skill so at least i have this going for me which i think goes to show how how important is to pick uh the correct art style for your game if you are if you can't create beautiful models then you can create simple models which doesn't need to look that beautiful okay so let's run slight you know some very small changes because um we have the blueprint and usually if you follow the blueprint at least to a certain degree you can't go wrong so i don't want to create too much variation from the blueprint okay that's not good at all but that's good enough okay so we have the canopy we have the nose we have the body itself now we need to create the wing so let's do it and i'm going to hide everything i'm going to give the nose an appropriate name and this is the canopy so let's call it canopy great and now i'm going to start working on the wing itself so let's add and make sure we are in object mode we're going to add a new mesh it's going to be a cube we're going to scale it down we're going to add a mirror modifier but this time without doing any edge loops or anything we just want uh four uh of the same object so let's add a mirror modifier without clipping and we want to mirror both on the x and the z so for that reason i might want to have the nodes of my plane be exactly on the origin so let's do that right now or do i no i think i can you know i think i'm pretty sure i can just do this let's move on the y slightly up sorry on the z slightly up to the center and now when i go to object mode to edit mode and move it sorry enable z again and now i'm going to get this four cubes which is exactly what i want i can now create the four wings so let's start working on the on this let's rotate y excellent let's maybe hide the rest of the model so it wouldn't get in our way so we want the wing and we'll probably add the engine and whatever this is as a different object so let's do it right now go to wireframe select this move it to the correct location select this scale x sorry scale z now i can't i forgot where is the yeah this is it local coordinates so let's scale zed no on normal scale zeb yep that's that's good let's take this scale it down take this move it to the edge of the wing rotate and scale and rotate and we have the basic shape of our wing this is going to be the phaser we're going to create it from the side view this is going to be the engine we are going to create also in just a second so now let's select everything move it to the mac and let's go to global again great now scale y um add an edge loop and another edge loop let's go to solid view just for a second and look at everything together okay so this is starting to look like an x-wing um obviously we have wings in the shape of an x so hopefully if this uh wasn't starting to look like an x-wing we will be in trouble and i think if we now really just add this the uh the engines the phasers and r2 unit here and uh um the the this very red uh color scheme so this is something that is very easy to add in the workflow um i'm using so i think we can have at least a decent looking model i can i don't think it will be my best one uh not by a long shot because it's really different from the rest of the models i did up until now but i think we can for sure learn a lot from this one okay so let's continue and let's try and add this engines let's go to front view and let's select our wing and let's hide anything everything again and so this uh let's again i want just the reference just for a second i'm wondering if all the engines have this back part so let's search for some more images so let's do x-wing from the back so it does seem like all of them have this exhaust pipe which is good oh this is a great this is a great image for us okay so it seems like we have this um placeholder or i don't know how to call it that the engine sits on and we have the engine which is just a cylinder which became narrower and then we get this the same as a jet engine exhaust pipe or back burner so this is a pretty easy thing to model so let's do it let's start with the the engine itself so i'm going to go to edit mode shift a i'm going to add a cylinder i'm going to decrease the number of vertex to something like eight i'm going to rotate x90 i'm going to scale it by a lot and i'm going to move it to where the engine is and i think we need to rotate y slightly yes so it will be aligned with the wing itself let's go to wireframe mode and scale it again now this looks okay i'm guessing this is the back burner great so let's go to top view let's move this to the correct location and now let's move it again scale it take the back part extrude maybe no let me just move it back and now extrude let's go here i'm gonna inset and then i'm going to maybe inset some more scale and now extrude scale extrude scale extrude extrude right click so it would stay at the same location scale it again extrude extrude right click scale extrude and then we're going to inset and now i'm going to try and do something a little bit more fancy so i'm going to take let's manually select them let's go to solid view it will be easier take all of these and i'm going to press alt e extrude along normals now we can take this take them out and then i can go to individual origins and i can do scale and we get this jet looking effect now select all merge by distance just to make sure that we didn't add any vertex uh multis so um i i have the following method i i can show you let's hide everything just for a second and i'm going to in no particular collection just add some wing or maybe even let's let's let's do something even more fancy so let's add an image and i'm going to take the p51 blueprint from yesterday and i'm going to go to top view and i'm going to hide the current reference just so we'll have something to work with and i don't know why this is so stretched let's see oh great so if i want to create this yes nature so let's take it let's rotate on the zed and i'm going to press ctrl to make it in 15 angle jumps and let's let's say i want to create this wing here so what i like to do i like to add a cube and i'm going to scale it i'm going to go to edit mode add this edge loop wireframe and this is pretty straightforward delete the vertex vertices select the object and add the mirror modifier and now i don't want to create the shape itself okay so the shape of of the wing is like a teardrop so we want something that is slightly wider here and uh going to become never at both of the edges so what i do is go to edit mode i'm going to take this almost to the edge and scale it okay so you see it doesn't reach the edge and i'm going to do the same thing here and here so we have just the inner part of the wing i'm going to add another edge loop in the center and take it slightly to the front of the wing and then i can add let's scale everything on the z just to make it have an appropriate dimension for wings and sometimes wings are also you know going slightly up because it helps with the drag and i'm going to add another edge loop here in the center and now what i can do is i can choose press two to choose edges i'm gonna hide the reference for a second i can select this edge and i can i can move it up and select the other one and move it down and from the side you see we get this teardrop shape and i can select this edge and move it forward and select this one and also move it forward backward sorry and now we get like this shape of a wing and uh we can take the edge like this and if we look at the reference again and i just do i just want to fit the shape of the of this wing i can maybe in this case just pick those two edges and move them to the side so no those two anyway you get you get the i i hope you get the just okay so this helps with a teardrop shape i can also just scale this uh on this head to be zero and then i get the shape maybe not zero okay hope this helped you uh multis so uh knightish have i tried multiplayer on good. no not yet but um i heard it's not amazing to be honest okay so let's enable our reference and see that everything is still in place and we were working on the wings let's name them appropriately and let's enable them okay let's go to solid view so i think we are starting to get a general x-wing shape we have the engine and we have the jet inside we need to create some more details here on the front so let's do it right now so the x-ring itself seems to have seems to have let's look at it again in our references this distinct plus sign symbol so let's try to create this one so i think a good way of doing it well and that's i'm i'm really interested in creating multiplayer because i think everything is better um if you have some healthy competition with someone else so if you end up having any success let me know i would love to uh to have some help with it okay so select the wing go to edit mode and now we're going to go to press 3 to select the faces and do an inset so now we can start working on it and what would be the best way of doing it so will do i want to add an edge loop here and an edge loop here i'm not sure because this simply adds so much uh so much details that are really just for for the looks so and i'm not sure i want to do it and actually before i even start with the inset and everything what i really need to do is uh continue extruding because we haven't really finished the engine itself so let's do it right now extrude and now we we will start inserting so inset slightly extrude and i think this last part is probably the dividers i was talking about before okay so let's do right now let's inset let's extrude on the y and move inside and now we want to create the dividers so i you cutting a cylinder in half and then using the boolean that yeah that's that's a a great idea i think i'll just do it that's so smart um so let's see if i remember how to how to use the bullying operations correctly so let's first of all we want uh this another cylinder it's going to have eight faces and we want to rotate x90 sorry rotate x90 great let's go to front view scale it let's move it here and now let's rotate to make it fit and let's add this an edge loop here actually i'm not sure that i can add edge loops to a cylinder like this i need to add on both sides and then do cut with a knife and then when i so this is going to be very annoying um i'm having some heresy thoughts about just doing this okay so everybody here who's uh uh really good at modeling please judge me uh quietly in your heart and not uh and not uh in the comments i think what i'm going to end up doing is deleting this adding a cube scaling it let's go to front view move it here to the center scale x scale z rotate me some more and we can now move it on the y and this is extremely wasteful extremely wasteful uh you know if i was trying to optimize uh this game for mobile or for anything that would be um you know when you're doing something artistic uh i think you can usually there are no mistakes but this is definitely a mistake so but yeah it's getting late here and i need to finish this today so let's do it now g extrude on the y axis and i'm going to take this and i'm going to press ctrl l to get the linked uh okay i'm going to scale along normals on the x on the z sorry just in general goodbye natasha thank you for stopping by so let's continue and again ctrl l to select everything linked to this go to front view rotate y and moving it to the center let's look from the side and we are going to move it so it would be inside the engine and yes let's select this edge you okay so this looks okay i think it's going to be enough for now so let's enable the rest of the model just to see where we are and what we are missing is the r2 unit at the back and we are also missing the phasers at the edge of the wing great so let's do it right now so you want to hide everything that is not the wings and we want the phasers so let's select the wing go to edit mode shift a to add a cylinder 8 vertices is good enough rotate around the x 90 degrees go to front view scale it move it to the correct location and again some more scaling let's rotate and move it so it it's on the wing go to side view move it to where we want it to be and i think what we are going to end up doing is model it on the blueprint and then moving it to the correct location so let's do just that let's put it here extrude sorry select this loop extrude scale extrude extrude right click scale extrude and we have the back part we're going to do pretty much the same extrude oh sorry select everything here or maybe we have some duplicates let's just for just to be sure remove some yes so select this edge extrude extrude right click scale extrude extrude right click scale extrude and now we can inset and extrude inset and we can scale it slightly extrude and i'm not going to do all this uh all this details because it's such a small thing and most of the players are not going to look at it and extrude sorry extrude again scale extrude right click scale extrude and scale and now we need to create this half shape and i'm i'm i'm pretty i'm pretty sure it's like this um yeah so it's like this half circle i think we would be smart if we created it separately so let's for now inset and extrude now go to solid view object mode enable all the rest and you can look at the x-wing and i think that the the thing that really um ruins it for me at least right now is the canopy and maybe it's not the canopy by itself maybe it's something to do with the spec part it's really bland it's really it has nothing here and i feel like there's need to be something here so uh in this image we have this weird you know futuristic details so i don't think we are going to add those we are going to have this r2 unit here but maybe it should be higher or something let's let's let's try elevating the back slightly at least maybe look at some more references so here it doesn't look like there's anything here also nothing so yeah maybe maybe it's it's that's the way it's supposed to look maybe just some details and if i'll add some some details and some variation it's going to look okay again interesting okay let's let's do a very short test and if it doesn't work i'm going to continue so i want to select let's do c to circle select and middle mouse to unselect and i want to maybe take it up sorry so let's select also these and deselect oh deselect this so up and maybe scale it inwards slightly and again just those let's move them inside go to solid view into object mode i think it's better again the r2 is going to sit here it might be better we'll see if if you guys have any inputs let me know i would love to to get a second opinion you see tell me it doesn't look weird honestly it looks i don't i don't know something about the top just doesn't doesn't uh um register as an x-wing maybe it is the canopy maybe it's too uh streamlined maybe i need to make it higher and maybe with texturing it will look better okay let's finish this uh the detail at the edge of the phaser and when we finish we can uh we can uh start texturing and starting adding all the details and maybe it's going to fix it so let's select the wing go to object mode and what shape do we want to add that would do the trick so we can do have a cylinder we can do like a cube i think a cube yeah let's let's do it with a cube i'm gonna go to front view scale it i want it to be tiny tiny tiny i'm going to edit and move it to the correct location and wireframe mode select scale on the y to make it narrow not too narrow move it here and scale zed excellent now i have a slight problem because i can't mirror what i would like to do is mirror it again but i can't uh so we'll have to do with what we got so let's do an extrude rotate and move it extrude rotate all this needs to go down maybe slightly this for sure needs to go down okay that's not the worst no i wanted to do um cursor to center i always forget the thank you forget the keyboard shortcut to this okay so i think in terms of you know basic shapes we still need the r2 unit here but um i think we we have an x-wing so i think it's it's it's maybe uh too easy of a test because um having an x-wing is just a matter of having wings in this shape so you can't really go wrong with this so i feel like maybe that's not the best test so maybe we will try to fix uh this body and how it looks i don't like the way the the main body looks so let's look at some references and maybe we'll try to understand what i dislike so much about it and maybe the best way would be to look at the model from the same orientation i'm looking at it so from the front slightly to the side so this is a good image for us so it seems like i'm going too much down maybe maybe that's the maybe that's the problem or at least from this image it doesn't look like um the x-wing is so much going down behind the canopy let's look at another one oh that's one that's a good one so yeah i think i'm going way way too much down after the canopy so what i mean by that is this belly is what i know i don't like my belly why should i give my x-wing this belly so let's try and edit this out let's hide all the rest and let's select everything here and just move it slightly up solid view let's watch the rest i must i think it's better i i think for sure at least for uh from before i don't know if it's if it's uh more um if it does more justice to how an x-wing should look like but i think from before it's much better maybe this specific node needs to go slightly to down to make this curve more natural but yes i think it's better so now i don't like my canopy so let's try and fix the canopy so why i don't like the canopy so the canopy is too um flat i think let's look at it for a second i think it's too flat i would want the the back to curve up a little bit and i would probably want yeah you see this and this on my model are practically the same width and we want it to become slightly more narrow so let's do it go to object mode select the canopy take this and move it inside slightly so this was one problem i had and i tried to rotate this this image if only only if i could do it um yeah we want the back part to go slightly more up so let's go to wireframe mode and let's select these nodes let's take them up into the back now go back to solid view because it has some pretty devastating potential and yes it did do something i didn't want let's go to wireframe mode again select just this two edges go to solid view and move them inside like this and i think i like it better and i'm going to do another thing i'm going to take this up slightly and i'm going to ever so slightly move the front to be again inside just a little bit more narrow and maybe this slightly up not too much okay let's go to solid shading and let's look at it and i think it's better i think i'm going to stop now because i could probably do it for another two or three hours but i really want to um have time for to work on uh the showcase scene in godot that i have an hdri sky and i have laser sounds and um the space engine sound and all of them is things i want to add today to this model and uh and i also well if you'll stick around you'll probably see what we have a lot of work to do so i need to start texturing and i'm going to do a bad job at texturing i'm looking at the clock and i'm not going to have a lot of time to texture this one like i did yesterday so let's do something very simple we'll simply color this red stripes here and i'm going to color uh blue lines on the on the guns and i think that's it nothing nothing too fancy maybe create a transparent canopy and after i create a transparent canopy i might add some quote-unquote pilot inside okay let's do it it's not going to look good okay but uh hopefully it will look good enough so let's start we are going to do it am i just going to use a low poly will i just use the low poly material probably probably yeah let's do it okay so what i'm going to do now is i'm going to duplicate the x-wing collection and i'm going to call it x-wing copy and the reason is i'm going to do a lot of changes now so i don't want by accident to destroy something i worked on for so long and actually i think in the reference images i have a lot of colors yeah so i could probably really get away with a very simple um low poly texture and just you'd use uh gray orange and white and it would probably be good enough so let's do it oh and i forgot the r2 unit so let's edit quickly so go to x-wing shift a is going to do it's going to be a new object it's going to be a cylinder scale it down um side view move it up front you sorry move it to the back hide the rest so i could see where it is yeah it's in a good position and now i'm going to add a uv sphere and it's way way too detailed let's do 8x4 scale it and move it yep and that's it we have an r2 um let's look at just just an image to see if we can add maybe some very few details so r2d2 um i think we can if we if we just do this you okay let's try a different approach let's do this yes and now we can color in the center let's do it for the rest here also so i'm going to circle select just need to be careful not selecting the triangle that we already did and yep i think that would for sure give us enough details to work with when we're texturing okay let's enable the rest so we have an x-wing we have an r2 let's take it let's take the r2 slightly slightly back oh i might have yeah okay so sorry let's join these and call it r2 and now move it together to the back okay that's an okay x-wing this is what we wanted now let's start working on our low-poly material so i'm going to add a new material i'm going to call it low poly and i'm going to in base color set to image texture i'm going to open my low poly texture png and i'm going to select everything here and i'm going to join oh sorry before i before i join i need to first go to our modifiers and apply them and if any of you just joined in uh i have a copy here because we don't want our modifiers to be destructive we want them at least to have a copy of the old thing if we need to change anything okay so we have everything in uh enabled i'm going to select everything i'm going to move it let's hide the reference i'm going to move it so that the tip of the nose is at the origin and that the i'd like to put the center of mass on the origin and now i'm going to in global and in around the median point rotate on the z180 and i'm going to now move it again so that the center of mass let's see the r2 probably is is a good place to put it on the center and um i do it because after i export it to godot um the camera is going to look at the origin so we want it helps focus on the correct place so now we can join them together by pressing ctrl j and we have the x-wing and we go to our material and we can start moving fingers around so before i'll start i press the spacebar and start typing smart uv project i'm going to press ok with the default values when we do a low poly material it's not that important but it does help a little bit so let's go to uv editing and this is our spaceship so we can first of all control select everything and select everything here and for some reason i can't see okay so let's remove the base color so let's remove the base color we just want the low poly and now yeah we have everything correct as base so now i can scale everything to be tiny tiny tiny and i can now just move it to the color we want so we want um the base color to be this white maybe not full white let's let's look at how this looks shaded i think that's a good white for us and now we want to add from our reference images we want this orange stripe on both sides so let's do it right now we can select press three to face select select these two lines and maybe these two lines also and the corresponding faces on the other side and now i can simply go hover over my image and press g to move them to an orange orange color and you can see it changes okay so that's good for now which other orange parts we have so we have on the wing some orange so let's do this right now we can't get this amount of details because i think the wing itself is not as detailed yeah you can see it's not so what i might do uh do i want to really try and fit this perfectly first of all why is this hovering that is very very bad for us right now but i can probably let's see if i can fix it okay so it's supposed to be completely um symmetrical so if i can fit one two place i could fit them all so let's do scale z and see if it's going to save the day yeah it seems seems like i was able to fix it so this is the reason why you keep a copy but i really didn't want to start the entire um even though we didn't do a lot but i didn't want to create the material again and do everything from the beginning okay so let's do the r2 unit now let's select every second face and let's do a blue r2 and let's add some more color to the r2 maybe some lighter green okay that's fine now i want to add the there's a lot of gray uh along the engine so let's try and do that so i want this to be gray so let's select let's select this and press ctrl plus maybe not over maybe just i want just this one no okay so we'll have to manually select it actually that would be horrible so i might not do it just a second yeah so i think this is good enough for now sorry i was talking to myself for like probably 10 minutes because uh the microphone was muted so uh i think this is this is going to be good enough for us okay so it's not perfect by any stretch of the imagination um but it's it's good enough for uh this challenge of creating one model a day okay so let's export it and start working on the godot game engine to create the space showcase scene with all the laser sounds and the targets and everything so i'm going to select everything i'm going to go to export as gltf2 i'm going to go to my p51 because i can now go up create a new folder call it x wing include only the selected object and custom properties and select the folder i just created and we are going to call this x-wing export save the project just in case and now we have the model ready let's start working on our godot scene so let's go to godot go dogfight um this scene here is me i'm running a lot a lot i mean i mean like many many hours and white hairs i'm getting from trying to find an efficient good workflow of creating levels for good old 3d games and i'm experimenting with a lot of third-party tools and i really want to keep them free you know restrain myself to free uh software because as the child name suggests i'm aiming towards you know in the developers but it's really really hard creating levels with godot um and when i say hard i'm not i don't mean it's something technical um or um artistic it's it's the workflow is pretty hard currently there there's there are no no good tools for creating levels in godot at least in my opinion if if you guys know anything that uh uh you know a good work a good workflow for creating levels or you can point me at the correct direction i would love to hear your suggestions okay so enough talk let's go to source let's create a new folder i'm going to call it space showcase great let's close the scene create a new one it's going to let's go to world let's create a new environment let's new environment the background is going to be sky new panorama sky and i created to open it probably this space demo folder so let's copy it open let's open directly the assets library paste it i'm gonna get the export inside let's go to a paranormal and let's drag in from our space demo the space hdr okay so that's a really nice hdr i might say people are making such amazing things for free every time i find these types of things people are released with you know an open source license you can you can use it in any project i i you know it's amazing it's amazing what people do to help each other so this is a very nice in my opinion hdr i think we can add this directional light coming from here and we will get some nice results so let's put just a placeholder meshes let's do this mesh let's make it plain and you can see it's it's black or currently it's black because we're the only light we're getting is uh the sky contribution let's let's call it ground and another one it's going to be a cube to make it smaller or maybe make it make our ground larger okay even larger let's do it 10 by 10. great okay so you can see we get some green light from the sky but mainly we get nothing so let's add some very weak light coming from this direction and the way we can do it is i i want the directional light to be here so i'm going to to my world environment because i want everything to be grouped well together i'm going to add a directional light and i'm going to move it so that it's between me and where i want the light to come from and you can see that i get see i have the the arrow is made of four uh or this plus this uh um one horizontal and one vertical planes and when i look i put the light where i want it to be i want to create a cross so let's select the directional light let's go to our transform you can see i need to rotate along the y axis so let's do it you can see slightly by moving it like this i get this cross maybe i need to rotate up a little bit so i think it's the x yes and now i get this perfect cross and you need to make sure that the arrow is pointing to the correct direction because from the other side you will also get a cross you can get the cross right from here so this is a way way too strong of a light so i'm going to go to this light and i'm going to reduce the energy to something more appropriate even less okay now just uh for the just for some experimentation let's bring our x-wing here and see how it looks so you can see we don't get any colors almost no colors let's rotate it just so we can okay so yeah i think it's i think we can safely increase the strength of the light and probably we will need to add some more lighting to the scene otherwise it's going to look very very dark too dark well space is dark but we might need some something more interesting for our player to look at i think what i'll end up doing is i'm going to create the targets um with some emissions so when we go buy them they're going to light the spaceship a little bit uh we can play around with it we'll see how it looks and um i i will probably make the bullets also shiny so because clearly we need some more lighting here okay that's in our world environment i can also try and uh and play with the ambient light slightly let's do it i think it's maybe too much because the the only emitting you can see this this part of space is almost completely black maybe this red nebula but no contribution is going to come from here so i'm afraid that if i'll increase the sky contribution too much i'm just going to get a very green spaceship okay that's not horrible that i think it looks okay does it does this look fine chet do you think it looks better like this or do i do i need more lights what do you think let me know i think i'm going to keep it for now i'm going to take the directional light i'm going to put it somewhere i'm never going to see it again great and now i'm going to delete maybe not the x-wing itself but we're going to delete most of it and what i'm going to do now i'm going to create a script that is going to maybe let's see if i have um some default target here i might just use a default target for now but i'm going to the the main thing i'm going to write right now is something that spawns targets in space in some varying distance from one another so let's do this let's see if in my sources do i have a target scene so i have the explosion i can probably very quickly with an explosion create a target so let's do it first of all let's save this in sources um we're creating the space space base base whoa where are you space showcase here you are and we are going to call it main scene we are going to go to our space showcase and we are going to make the scene main scene and we need to add a fly a mouse flight controller um we might yeah let's let's uh let's delete this x-wing let's create a new scene maybe not like this let's go to our planes and let's go to our force plane i think yes and we have force place controller scene yes and let's close it let's create a new inherited scene and we'll go to a 3d we go to visualizer we are going to add the x-wing and we are going to save it let's change the name to x-wing and we're in space in space showcase that's true let's go to our main scene let's add our x-wing scene and we are going to assign this x-wing to the camera and just by doing this i can already run and we get an x-wing flying in space sounding like a system which is at least i think it's funny guys firing this so i know from yesterday that uh the engine sound is usually too strong so i'm going to decrease the sounds from my computer if you stop hearing uh things let me know because we are going to play with sound a little bit and i will need your inputs so let's run it again so let's try it again [Music] great okay so this looks fine we need to add to our showcase main function we need to add something to some things to our ready function so first of all i want input dot set mouse mode input mouse mode captured oh maybe not captured we want it to be hidden yes and we want os window full screen equals true run again just to make sure it has the desired effect yeah we're working in full screen and we can see the mouse anymore great so let's go to our x-wing scene and let's start with changing the engine sound because it's unacceptable for an x-wing to have the sound of a cessna so let's go to our space demo and i have this space engine scene sound and let's play it and see what we think what we think okay it doesn't sound at all like an engine i i thought it would it would it would be more of an engine sound but uh i think it it gives this ambient uh i mean space sound so i think we're going to stick with it one thing we need to change is we need to go to our import tab and mark it to be looping and re-import it and now when we play yes hopefully we're going to hear it's not as seamless as i would like it to be we can go to audacity at the end and try to make it look more seamlessly but i'm not going to waste a lot of time on this let's take the laser sound and go to import and set it to looping as well and we are going to change the gun sound to the laser and run it again and okay so uh this two sounds are forcing my hand and we need to boot up audesti and we'll go to our assets space demo and we have laser so laser yeah you can see we have way way too much uh dead sounds so let's let's see if we can cut it short okay um maybe slightly slightly more let's let's try it's too fast for me okay that's good enough uh let's export selected audio and we're going to go to let's do it on the other monitor you don't need to know how i save my files it's like showing someone in your room before you clean up that's a big no-no maybe it's just me and just realizing maybe all of you are just extremely clean people and you have no problem showing your room to anyone so dogfight assets music no it's not music it's in space demo and we're going to call it laser short and export that's great back to go dog and now we have laser short replace it again let's try it again we need to set the new one to looping and hopefully it wouldn't be as low fire rate as this the last one was okay i think i like the fire rate a lot and what we can do is um if i'll set some delay between uh the the guns you know this you know fire like this uh top left top right bottom left bottom right top left top right something like this you know so and and with this fire rate it will it will look i think hopefully uh nicely so let's uh let's let's let's try this let's see if it's working uh so we have our x-wing we have our gun i think i'm i'm going to create a new [Music] bullet a new bullet to fit our space type of uh of of game so let's go to our space showcase open a new scene it's going to be bullet this is my custom bullet if you're interested i have a video on my channel showing how to use this so let's give it some long lifetime um we don't want any gravity we don't want any friction uh yes so that's it i'm pretty sure i need to add this bullet to a specific group and let's see it's going to be in our machine gun 8 10 bullet and let's look at the group player bullets player bullets okay player bullets fine so i can close this one and we're going to call it laser bullet and let's start creating it so i'm going to add a mesh instance and it's going to be a cylinder or a capsule sorry it's going to be very narrow and very long or is it long enough or maybe if i do yeah that's nice i like it okay so i want it to be a laser so i'm going to add a material and it's going to be yellow and we want to have some emission because it's a laser and it's also going to be yellow and i want it to be you know very strong yellow okay i think that's it for now yeah probably i think if i if i'll enable bloom it's going to look very nice maybe maybe 0.5 i want to be a bulky bullet sound you know to look and feel significant okay so we have the bullet and we are going to add a collision shape and that's a quick tip i don't know if any of you ever used uh bullets as uh sorry rigid bodies as bullets but if you set the speed too high what might happen and a good i can you can see it if you create a particle effect and you're moving it very fast at a constant speed you'll see that sometimes you get between two points of emission there's a space and this is caused because of uh the physics process happening every set amount of time so if you use a bullet as a physics if you use a rigid body as a bullet you might get that the bullet um between physics update moved too much and went beyond your target so a quick solution for this um a quick and dirty i'm if i might say is make your collision shape very long and that's it your bullet is going to hit the target slightly before the actual model is going to hit the target but this is going to ensure that you are not going to miss it so if you don't want the early heating you can move it slightly to the back but because it's so long uh there's a very unless you use some extreme speed you are not going to miss your target because of physics processes happening too slowly with respect to your rigid body speed so that's it i think that's might be a slight overkill but you know what it is slightly overkill i'm going to make it shorter yeah that's it okay so we have a laser bullet let's save it let's go to our x-wing gun and let's switch from the a10 bullet to our laser bullet what color is the x-wing laser let's let's let's check for a second x-wing x-wing laser so so is this green is it always green any star wars fan here maybe by any chance is the x-wing lasers green always no here there are red i also remember red okay i think i'm going to do i think i'm going to have the laser bullet be red red orange yeah that's nice okay fine i'm okay with this let's run our scene one more time let's look at the current results so we're obviously not synchronized what is happening here oh i'm probably upside down okay that's that makes sense thank you it's too big it's not emitting as much i probably need to push the bloom up a little bit and the sound is horrible okay let's let's start one by one slowly but surely so let's go to our main scene let's go to world environment and let's uh let's ambient light we want glow and we're going to set it to and we're going to use some bloom and let's try it right now yeah so the bloom looks better i think we can we can crank it up somewhere so yeah but it's it is too big it is too chunky let's decrecide the size that's good that's good okay so what i want to do now is the what i talked about the synchronization let's uh shut down this gun okay now i left click nothing happens which is what we wanted and let's create the x-wing guns so let's set the spatial material set pet issue click guns the script to guns um delete everything right now let's go back to our 3d scene let's start adding some guns so gun let's call it top left and it is going to sit at the top left gun let's duplicate top right and duplicate both and push them down let's see that we are good are we good no slightly up are we good let me know yes okay so this is bottom left and this is bottom right and we have some gun script and we are going to override the input function and if event dot is action pressed left mouse button so what what what do we want what do we want okay if we don't if you don't know what you want you can't code it so we want to have this index here var gun index okay and it's going to be an integer it's going to be 0 and we're we want a variable for delay time let's make it more uh so it's going to be fire delay time it's going to be a float let's set it for half a second right now and let's say i'm going to try to avoid using a timer so i'm going to say variable uh last shot and no so it's not last shot that elapsed and great and we want some automatic fire so we are going to do it like this we're going to funk process elapsed plus gets delta and if event dot is action pressed his action sorry not pressed released left mouse button so we're going to create the following functions function for fire it's going to be void and function for stop fire and again it's going to be void and we are going to create another variable called is firing it's going to be a boolean it's going to be initialized to be false and in our process function if firing and elapsed is greater than or equal to fire delay time then fire delay time is equal to zero and get child gun index dot fire i'm pretty sure that we have these guns let's look at i'm pretty sure that the function i'm looking for is fire open fire yes open fire and do i need to send anything to open fire no nothing great so we open fire with certain gun and i'm going to have an unready var num guns going to be equal to get child count and now after i fired i'm going to take the gun index is going to be equal to gun index plus 1 module max and this is going to um go in order um over our guns and every time fire a different one okay so now we just need to make these guns do what we want so auto fire no listen to input no bullet res is going to be our laser bullet muzzle velocity let's say i don't know 60 80. yeah sounds about right fire rate uh doesn't really matter wait for sound no fire sound now what we can do is go to our space demo go to our laser short and disable looping and re-import and each of those guns is not automatic fire gun so this time we don't get this sound cut off from the gun which is very good for us so now let's go to this gun sorry to all of those guns great and we're going to set the fire sound to laser short and now because it's pretty late and i'm not very focused i can't think of something that should make this not work but let's just run and see so oh yeah of course so um the fire is simply going to set um elapsed so no let's let's let's just say fire uh is firing sorry is firing equal true and is firing equal false and here we want to fire and here we want to stop fire now maybe maybe it should work let's see again get nothing so let's start debugging this so is this being called yes so we are setting is trying to be true and elapsed plus get delta so if is firing is true and elapsed is greater than fire delay time so let's see if we ever get here so that's a no we never get here um i would like then to print out elapsed just to make sure and that's just for good measure also print fire delay and we can see that we are always zero is elapsed in ts elapsed now i'm pretty sure that it's going to work yes we got it great so this might have been due to ok so this is not acting as i expect it to be so let's uh oh i set fire delay time to zero that's what happened when you try coding very tired no we don't want fire delay time to be zero once elapsed why don't you why don't you like auto completing elapsed okay let's try now okay so a couple of things first of all it's working which is great it didn't stop because of course i just copy and paste it and didn't bother changing uh is firing to falls i pretty like the effect i think it's too slow let's double the fire rate tell me this is not cool guys come on be honest this is so cool oh i think there's no better feeling than you know tweaking with something for so so such a long time and it's giving you something uh nice to look at so i i quite like this effect i think i can the only way i can make it better is if i try and make the x-wing wings fold but just i started saying it and in my head i already know i'm not going to do it it's going to be way too much job and work and it's starting to be pretty late where i live okay so we are going to be happy with our current x-wing and we are going to continue to our next task which is going to be um adding a lot of targets floating targets so let's do it do this we are going to add a spatial node we are going to call it target spawner we are going to create a new scene we are going to call it target and just for now we are going to handle first the spawning functionality after we will finish looking at the spawning functionality we are going to look at the target functionality so let's do that so just so we have something to look at i'm going to add this visualizer i'm going to add a mesh instance it's going to be cube i'm going to rotate 45 degrees 45 degrees we're having a standing cube that's it for now nothing more and we are going to handle all the target looks and everything else in just a second let's save it i'm going to call it space target because we are working in space so let's go to our target spawner add a new script let's have some export parameters we have export bar radius we float i'm going to initialize it to be let's say 100 export bar height float initializes to be like i know the range yeah like let's say 50 50 sounds like a nice range for height um let's do a variable um target resource i'm going to be a packed scene it's going to be pre-loaded space target and i'm going to add another export variable and i'm going to call it a divider and it's going to be also a float float and it's going to be let's say one um what the divider is going to do is let us know to how many uh chunks divide our spawning area so if i press like say here one half we're going to have 200 targets uh in the width and 100 in the height and if i press if i say 1 it's going to be 150 and if i say 2 it's going to be 50 and 25 etc etc and let's start with one and see how how this works so we're going to go in funk ready we're going to go for um i in range negative radius up until radius and let's do a plus one okay it's going to make it so we have um two plus two times the radius plus one targets and is going to have two times the height plus one targets in the uh vertical um axis but that's okay for i n for j in range and negative height and height we are going to do the following so for each block so it's going to work like this and i'm trying to think do i have enough information no i need to add another one so for for j in range negative radius two radius plus one and now i'm going to shift all this and say k here so let's say the origin x is going to be i plus you know what i'm going to ditch this divider um x equals i plus the random that's yeah random float and i'm pretty sure round f is between negative one and one so let's test this into the commentation so rand f returns a random no between zero and one that's good enough for it that's good for us so x plus front f bar y equals j plus round f and variable z oh that's that's supposed to be z and that's supposed to be y and it's going to be equal to k plus rand f and what i am going to add is scale if by any chance this is going to spawn the targets too close to each other we can scale it up a little bit so let's say scale is taken so let's say um spawn scale i don't know that's such a bad name but i'm starting to get tired and let's simply multiply by spawn scale and before i do this to all the rest let's brainstorm for a second what are we going to get so i plus round f is in range zero sorry negative r to r uh and round f is going to give us when i multiply in spawn scale a value between zero and spawn scale so is this what i want yes pretty sure it is okay no not plus multiplying yeah that's it okay now to spawn a new target so of our new target and if guys help me here if you see any errors or you are understanding what i'm trying to do and think i'm doing it wrong let me know let me know save me the pain new target is equal to target resource dot instance and you target dot global transform equal vector three x o y z and child new target so that's it i'm pretty sure it's going to do what i want let's press f5 and find out that it doesn't so oh yeah of course global transform dot origin okay so we have a lot of errors is inside three returned okay so we need to change the order are you angry because i gave you too much target to spawn come on i know you can do it that's too too much targets what's going on my friend obviously i did something horribly horribly probably wrong you know this it looks like a procedural cloud okay let's see why are you spawning so much targets so we have radius which is 50. so i would expect you to give me a hundred by a hundred by forty so how much is it oh sorry fifty by fifteen by twenty no this 100 by no stop it 100 times what stop it thank you 100 times 100 times 40. 40 thousands forty thousand four hundred thousand cubes yeah that's too much obviously but why okay let's of course let's sorry computer you are right as always i'm the problem okay so now they we have a reasonable amount of targets but they are grouped together too much so let's increase the scale let's say by 10. oh that's so much better hello cubes yes okay more scale more bigger let's say 25 let's say eight and let's keep it the four oh i like it i like it this is what i wanted from the beginning the sound of the engine is driving me nuts it's so bad more 50. yes yes that's it that's what i wanted nice i can feel it so yeah i think we can allow our user to shoot slightly faster that's nothing nothing is going to happen unless we're going to have more fun that's the only effect it's going to have nice okay so now we can't really finish the sound um i'm thinking maybe it's it's actually a problem with my gun script you know my general gun script let's see if i need to change it so open fire do did i mark it as wait for sound no i didn't okay so open fire where when did i if not fire sound player is playing interesting so what i might want to do is press ctrl k this maybe on everything just for a second see how it will react so um fire sound player dot stop stop fire sound player dot play how about now how will you behave now my friend yes juicy i love it i love it great okay so now what we want to do let's close this let's go to our target let's work on this on my on my space target so is it big enough i think we can do with a little little bigger let's do bigger so three by three by three let's see yes that's good love it okay so it is big enough let's go to our target let's create this new script let's cache the visualizer so on ready var visualizer is equal to visualizer and in my physics process visualizer dot rotation degrees in the y axis plus gets delta times let's say 30 yeah i think 30 always is a good value and we want var for elapsed time which is a float equaling zero and we are going to do elapsed time plus gets delta and visualizer dot global transform dot not global transform transform dot um origin y equals sine of elapsed jesus come on i can't spell i need your help editor elapsed time times pi times half now to move up and down rotate yeah and it's it's way too uniform so what we are going to do right now is going to go to our main scene into our target spawner and whenever we spawn a new instant and edit we say new target dot rotation in the y axis equal random range of zero to pi run it again hopefully yeah the cubes are much less uniform right now which is exactly what we want so now what we need what we want what do we want now so we have the x-wing oh yeah we need to finish the target well my uh concentration is dropping by the second okay so um i'm going to switch the target to be an area and i'm going to add a collision shape and it's going to be a capsule shape and we are going to need to make it larger and bigger because our target is moving up and down and just for debugging purposes let's add a camera and if any of you watched my series about the dogfight this is pretty much a one by one i did the exact same thing for the targets there nice nice don't think half because they are so big so maybe 0.75 that would be better sorry sorry no don't do it stop stop that's better target i want you to rotate faster thank you beautiful beautiful now add let's add a material spatial material um i want the targets to shine because as i said in the beginning i don't think we have enough light in our scene so let's add this orange glow green glow i think the bad guys in star wars uh everything is green is it no it's the opposite then why why why does the x-wing laser is red i'm so confused right now okay so yeah yellow yellow green red blue purple purple purple that's it that's the that's the color spacey purpley if i had more time and i might think of doing some random colors but not now i like i like this a lot i think maybe it's too purple even though i like purple lord no i like like purple lord knows um yeah maybe weaker yes and i can probably go to my world environment and kick the bloom up a notch i don't care i want everything to be shiny stop stop no visible collision shapes that's nice okay i like it less targets i think five by five by two that's 25 that's 50 target that's yeah for sure that's enough and spawn scale let's do it something like oh 50 was no let's do 75 with c see what happens it's not as full of targets but oh my god i started humming uh the imperial march but uh um and and then i immediately thought oh my god i'm gonna get demonetized but then i remembered i don't make any money from this so i can i can hum whatever i want okay so we have that target it looks fine let's now handle collisions so go to our target go to our signals and want um i think my bullet is a body so yeah body shape entered ok buddy enter that's that's it and we can say if body is in group player bullets then we want to call the function hit and we're going to have a function for the function a variable for for life going to be an integer let's say set it to like five and let's have a function called hit it's going to return nothing we are going to take our life and going to remove one from it and if life equals less than or equal to zero sorry we're going to call a function called explode let's implement explode again return nothing and yeah we need some stuff for it to happen but we can start with um visualizer hide collision shape disabled true and we can add an explosion right now so let's do it explode again i'm wondering which explosion is it oh that's the beautiful one that's great let's let's see let's see how how is it going to look it's interesting okay it's called explode right yes okay so let's go back to our target we're gonna get our x plotion and we are going to explosion explode and we are going to take the body and we are going to q free it let's try see what happens yes it's exploding i want the explosion to be bigger so let's scale it by three bigger explosion please thank you bigger yes and now sounds we need some juicy explosion sound let's do and audio stream player not to d no no no we want audio stream player the regular one because we want to hear it from everywhere so let's do explosion sound and we are going to choose from our assets from our music folder we are supposed to have an explosion let's see it's not looping by mistake and it's not it's edit and now for the moment of truth explosion sound dot play and is it satisfying let's see first of all the flight is fun let's give in now let's do it louder now that's that's supposed to be way way way louder we want the explosion to be i want to feel it so let's do like plus 10 sorry 10. interesting i think the firing sound by the way can you hear anything at all um if any of you are listening if you if you uh if you can't hear the computer let me know because i really want to to hear your input can you hear me at all sound supposed to work oh thanks so i think i need to reduce the gun sound do i have it open in audacity yes so let's decrease the sound no not playback speed can we make it less loud effect laser short import can i decrease the sound here no ah that's fine i'll just go to the space target and make the explosion even stronger it's probably the right cool anyway yes yes thank you yes oh my god i could probably play it for hours right now my brain is so numb anything that is slightly distracting i immediately drown in so i need to be careful not ending up playing instead of finishing yes okay what else what else i think for the demo itself and i think i'm pretty much done i might try and create some effect for [Music] uh for the jet engine so it's it won't be a jet i think like an ion you know something like this let's try let's try and what would be the best way of doing it maybe i i have some i have some thoughts let's try so we want um yeah so particle effects particles uh let's let's do like 30. let's give them some very short time let's do draw passes and it's going to be a quad it's some particle material no gravity which is so weird that the default is gravity down why do why why is this that default i don't think i ever left gravity um a mission shape is going to be uh a box a very narrow box and a long one so point one point one and yes do i need to make it even thinner we'll see in a second the direction should be zero zero one and the initial velocity no you know what i'm i'm changing i'm changing my mind i think a little bit let's let's make it even yeah so it's like in a straight line let's do like 100 okay let's change the scale over time we wanted to decrease in size as time passes but then i run into the problem that i don't know where it starts so i might need to change the emission shape which is going to be a bummer and the initial velocity is going to be say 5. so we get this sort of engine okay it's not horrible let's do left linear and right linear and yeah go to zero but i want them to have a longer lifetime let's see half a second is this what i want no too much and no don't go to zero that's pretty cool i don't know if if you are still interested but it seems like i can control you know the jet look with this parameter so we can make it look like a stronger and weaker jet which is pretty cool you can do with less particles and i think i want the lifetime to be shorter yes now let's jump to affinity create a new by 12 by 512 document go to document setting now you know what i can do a black background like this and i'm going to take special shape donut make it narrow scale it even more narrow and color it white i'm gonna go to functions blur slightly close it export it i'm going to call it jet particle and now when i go back to godot i can go to my drop asses to the material new spatial material we're going to allow transparent unshaded uses albedo blend mode it albedo is going to be just particle and you can see the effect i'm going for now when i look at it i'm not sure that maybe i do need more and maybe i do want the scale to be lower towards the end and now i can add this color hey multis uh glad i can help you help me a lot with uh your company my friend okay so now let's go to color and let's do some gradient and uh yes i like that it's fade in and out so let's do another black here and in the middle uh what what how do we feel like well what color do we feel like this engine should be i think maybe blue oh nice jesus i did not expect this to turn up so well so fast you know it's by no means you know uh ready for production or anything but juicy i like it it looks nice okay so i'm going to call this jet and yeah i think for now maybe slightly more yeah no yeah no i like the blue it felt good yeah i like it okay so we have this jet i'm gonna save it i'm gonna go to our x-wing we're gonna add another spatial so everything is nice and nice and neat i'm going to call it jets we're going to add one oh not that one that's the old ugly one so we want we want where are you space showcase jet this is the jet we want now we are going to scale it and remove it to the appropriate location and i hope no you know what i think i'm not using local i'm using local coordinates so no problems here sorry about that i had i had my wife come in and she just had a haircut and it looks amazing just so you know that's great so let's play that's nice that's a nice effect i like it i think we can make it more pronounced probably should let's look at it from the side it's probably going to disappear yeah it's disappearing and from the other side you don't see anything so let's let's fix it let's go to our jet and i want it to thank you multis let's um how can how can you make it better let's do some more particles let's give it some more lifetime and let's let's do a different scaling um i don't think i like it exactly like this it's not bad by any stretch of the imagination but i simply don't like it like this how can you make it better maybe at another point here and no not exactly like this but yeah i think it's yes maybe like this is this better i think i think it's better now i just want to be able to look at um to look at this quad from both sides so let's go to my material flags and yeah this is something i never done so if anyone watching here know how to make it to be visible from both sides let me know parameters so cool mode disabled i'm pretty sure that's that's it let's try it's a nice attention so it does disappear when i'm looking at it exactly from the side which is completely understandable it's not bad nice i'm going to tweak the it's too static you know what i know i know what i don't like about it it's too static when we're looking at this here it's good i like it that it's static but i don't like it when it's in the game it doesn't react to anything so we can go to drawing and i'm pretty afraid to uncheck this check mark because it might do bad things let's watch and see what happens okay so now yeah what happened what's happening is that it moves too fast you can see this stretching so we need to do something about that and what we can do is go to our to our process material and we are going to go to our emission emission shape instead of point we're going to do box again and it's not just not that big of a box but yeah that might do a trick let's try it's too big and we are okay so i think i think we're just going to go back to point and deselect the local coordinates because i can't really think of a good solution for it right now and i'm starting to be very too tired to think of something good enough to do right now um it's not a matter of the lifetime because um what happens is you know what maybe the lifetime can can do it the the other problem with is that when i uncheck local coordinates it stop using the scale of the parent so i need to change if if i ever need to change the size of the jet i need to manually go to the parent scene and change it but i i i'm starting to like this too much so maybe you know what i'm going to give it a try so uncheck local coordinates decrease the lifetime uh increased number of increase yeah let's do slightly more and is this it oh no i wanted to make it smaller so let's go to drop passes and make it half the size and now let's run it oh yeah thank you it was disconnected for a second there i have uh i have like a timer because it's bluetooth headset but i i i don't uh know when it's going to stop playing and when it's going to continue okay anyway uh i think that's it for today i have the model i have the showcase scene and now i still have like half an hour of uh recording some test footage and uploading the video so i think that that's going to be it for for me for today so thank you very much for for you guys for for uh giving me some company during this very long live stream it's so much more fun doing it uh with you guys watching so again thank you and um i'm pretty sure i won't be able to do this tomorrow the stream but um on uh on wait tomorrow is monday no so i can i i'll probably do we'll do a stream tomorrow but on thursday no stream and on wednesday another one thursday is uh i have a meeting at the evening okay so thank you guys see you next time and goodbye
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Channel: Indie Quest
Views: 330
Rating: undefined out of 5
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Id: emnc9FgI5z8
Channel Id: undefined
Length: 190min 20sec (11420 seconds)
Published: Sun Aug 30 2020
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