Godot 4 - Forest Night Environment From Scratch

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hey in this Godot 4 tutorial I'm going to show you how to make this low-res Forest environment with a campfire a Starry Sky and some trees and foliage that sway a little bit in the wind and we're going to make this entire scene using free and open source tools like krita lighter and blender so if you don't have any of those tools I'll have links for them in the description make sure you download them and then you can follow along with me from scratch as I put the scene together I've got a list of textures that we're going to need in order to make this environment so open up textures.com make an account if you don't have one and then you can follow along and we'll start Crossing these off of our list so I'm going to go to library over here search for pine needles this image is going to work just fine I'll download the smallest option here and we're going to make our own sort of pine needle texture from that then I'll search for pine bark pine bark one is going to work just fine 512 by 512 that's going to be good and if I search for foliage these 3D models come up this is not what I'm looking for but if I add isolated to the search criteria we start getting these actual images with an alpha background of actual foliage and this is what I want and if I scroll down a while I'll see nature plants0022 this is the one that I'm going to be using I'll download the smallest one and then for the ground I'll search Forest ground and force ground four is the option that I like so I'm going to download the 512 by 512 of that and then for the sky if I just search for Sky Stars any of these images are going to work just fine I'll go for the third one and download the smallest one right there and then we just need our fire and smoke particles for that effect and if you just search for the Kenny particle pack this is a great resource here that is completely free to use so I'll download this and with that we've got everything to get started all right I've got krita open now and we're going to start by making our pine needle texture so go ahead and click new file I'm going to make a 1024 by 1024 texture in content I'm going to have the background opacity set to zero percent so I'll create that here I've got all of the textures that I downloaded before so I'm going to take that pine needle picture drag it in here and insert as new layer I'll click the transfer tool up here then I'll hold shift and left click up in this corner when the rotation symbol there and I'll drag this down and then shift-click drag this to be about 1 4 the size of this canvas pretty good and just kind of set it right over here then I'll copy Ctrl C and then Ctrl V paste this layer click this shift drag it over to the right like that Ctrl C Ctrl V drag this up like that just so you're kind of bridging these pine needles together and then I'm going to left click that layer shift click this one up here right click merge with layer below to put these all together then I'll left click to select everything Ctrl C Ctrl V again then shift drag this up here just so it looks like this and then enter to place that this might look really bad but you'd be surprised but you can get away with so Control Alt I we're going to reduce the resolution of this to 128 by 128 I'll hit OK there and then we just want to increase the alpha of this texture just a little bit so I'm going to click both of these layers right click and merge with layer below again then I'm going to go into filter adjust and color adjustment curves and in order to increase the alpha here click Channel and go to Alpha then click anywhere on this curve just drag up a little bit and that already looks a lot better so I'll hit OK and then I will control shift s to save this as a let's see what I want to call this I'll call this pine needles dot PNG all right there are pine needles all right so now we're going to take care of our foliage texture so again out of those pictures that I downloaded I'm going to drag in that foliage image and first we're going to expand this canvas out a little bit so that it's a square so I'll hit Ctrl alt and C I'll take this 944 and turn it to 1024 so that's a square just like that all right then I'm going to scale the whole thing down to 32 by 32 pixels by doing Ctrl alt I and I'll just type a 32 by 32 into here okay perfect and now we're going to increase the alpha on this again just like we did with the pine needles so I'll go to filter adjust color adjustment curves for the channel go to Alpha then click anywhere here drag it pretty far over the left that's pretty good hit okay and I don't really like this brown color I want to make this a little bit more green so we're going to do the filter one more time go to filter adjust we'll go to HSV adjustment this time and if we change the Hue you can see it starts applying different colors if we drag it just a little bit to the right it starts kind of adding this green color that's looking pretty good go ahead and play around saturation and lightness a little bit too maybe make it a little bit closer to the pine needle color but this is going to work just fine so I'll hit OK then I'm going to hit Ctrl shift s and then I'll save this as a foliage dot PNG all right and then we are done we are just going to take one second to adjust our Sky texture so I'll drag that in right here and we're just going to drop this in as our Sky texture for Godot as is but when we do that it's actually going to stretch out these top Stars a little bit so in order to solve that just the simplest way possible we're just going to paint over that the black color so hold Ctrl and left click anywhere in here to select a black color right there make sure the brush tool is selected here just go to the search bar down here and search basic and then I'm going to grab this paintbrush right here basic five size that brush right there you can shift and left click to change the size field up here and then with make sure the Eraser isn't selected and just paint over some of these top Stars and that way they won't show up as like big stretched stars but you'll still see plenty of the other normal ones okay so shift control s and I'll save this as Sky dot PNG okay and we're done with this guy next we're going to make our two bark textures that we're going to use in this scene so I'm going to start by opening up that bark image that we downloaded and I'll start by going Ctrl alt I and I'll scale this down to 32 by 32 pixels and this is perfect for our bark texture that we're going to put on our tree so I'll hit Ctrl shift s I'll save this as bark.png and then we're just going to darken this a little bit so we've got a burned bark texture that we can use for our campfire so I'll go to filter adjust HSV adjustment and I'm just going to drag saturation all the way to left hit okay again Ctrl shift s and I'll call this one bark underscore burned.png and save that okay and we're done with our bark textures okay we just have to resize a couple more Textures in krita and then we are going to be done using this program for this tutorial so in the county particle pack that we downloaded I'm going to be using the fire underscore 2.png image as well as the smoke underscore 1.png image so I've just copied those into my root asset folder so I'll start by opening fire I'm just going to press Ctrl alt I and resize this one to 32 by 32 pixels the transparency on this is totally fine Ctrl shift s I'll save it as fire.png okay that's good and then I'm going to drag in the Smoke image same thing Ctrl alt I 32 by 32 pixels yep Ctrl shift s smoke.png all right and the very last one that we're going to do is the ground texture that we downloaded and this one I am actually going to make 64 by 64 pixels and this is going to be perfect Ctrl shift s ground dot PNG is good okay and we are done with krita okay I've got lighter open now and we are just gonna make a normal map for our ground texture before we hop over to blender so I'll go in the top left here click this import button and open ground.png I'll click pixelated up at the top right Tilex and tile y down here go over to the second tab click the tile neighbors and then just drop this here and all of these open tiles and X out of that go back to the visualization tab go over to the normal map click this and make sure the height is dragged down to zero and then just to make sure it looks okay I'll go over to preview drag this around and that looks perfectly fine to me so I'm going to export it normal underscore n yep export okay we are done with lighter okay I've got blender open now and it's time to start 3D modeling some of our assets so I'm going to click the slide and shift click this camera X to delete those I'm going to press this Cube S shift Z 0.5 drag it up a little bit gz then just Ctrl drag it to g y and then drag it off a little bit this is a little bit thinner now but it's two meters tall so it's going to serve as a human reference and let's start by making our foliage so shift a mesh plane right there I'm going to go up to the shading tab here make sure that that plane is selected click this red ball icon down here new let's call this material foliage and then for the base color click this and select image texture open go to the assets folder where we've got our edited textures now and select foliage.png I'll open that click linear and change that to closest and then scroll down to the bottom let's make the blend mode alpha clip to make that Alpha actually show click this Alpha right here and drag it into that Alpha all right then let's lower this specular down to zero I'm going to bring the roughness up to one and this is currently two by two meters but I'm going to make this one by one so I'll just press s uh 0.5 just to scale it now it's oriented properly so RX 90 and then drag it up by half a meter so it's on the ground gz 0.5 okay and we're just going to copy this twice and rotate it around just so it has a little bit more depth and so to do that I'm going to do shift d r z 120 and then one more time shift d r z 120. there we go and all I'm going to do is I'm going to go back to the layout tab I'll press Z go to material preview here as well I'll just control drag over all of those Ctrl J to join them together and then I'll click it right click set origin origin to 3D cursor and we are done with the foliage all right let's get started on our tree model so click the foliage GX control drag it over one unit so we've got room for the tree shift a mesh cone go to this add cone menu vertices let's say five radius one will give it 0.5 and let's give the depth of 12 meters gz I'll control drag it up to the Floor tab to go into edit mode three to go into face select mode I'll click this bottom face p and I'll separate this selection we're going to use this bottom face to make the pine needles later but for now we can just ignore it so I'll go back in object mode and then click just so that the cone is selected and then I'll go over to the shading mode and let's apply the bark texture I'm going to apply the spark texture by duplicating the foliage texture and then swapping out the image so I'll click the cone and go to the strap down here and select foliage and then I'm going to click this image here for a new material and then let's rename this bark then I'll go down here click this folder icon and I'll select bark.png to swap that over and then I'm going to go down here I'll change Alpha clip back to opaque for this one and I'll just disconnect this Alpha connection because we don't need that now we just need to fix the UV mapping so I'll go to the UV editing tab then in here I'll go Z material preview then I'll press a to select all the faces U smart UV project and these defaults should be fine press OK and then I'll scroll in over here on the left side and I just want to line up this face with the other one so I'll press L near one of the vertices Sy minus one and then I'll just click this vertex here GX drag it over so it's a little bit more uniform and then I'm just going to zoom in here on the left side I'll press a to select all of these and I'm just going to press s and scale up until the pixel size looks about the same as the foliage but you can eyeball it it doesn't have to be perfect uh this is probably just a little bit bigger but honestly it looks pretty good so I'll call it there I'm perfectly happy with that I'll go back over the layout tab I'm going to click that face that we separated from this cone earlier gz4 to drag it up again and I'm going to move these two objects back just so I've got more room to work with again okay I'll click that face tab into edit mode a x only faces to remove the face two to go into Edge select mode a e and right click to extrude those edges in place and then S6 enter and GZ minus three to bring them down then I'm gonna alt click this inner loop here shift s cursor just selected and then M at Center to merge all those vertices right where that 3D cursor is type back into object mode right click set origin origin to 3D cursor so that the origin is right at the tip here and let's go ahead and apply the texture now to this so I'll go back to the shading tab we're going to do the same duplicating process that we did for the bark texture so click this drop down over here and select foliage then click this icon here for a new material and we'll call this Pine underscore needles then I'm going to go over here click this folder and we're going to select pineoodles.png for there and it's applied it's just currently not UV mapped properly so I'll go to UV editing hit a and then I'm going to hit U reset here and on the left side click UV constrain to image bounds box select this bottom left vertex and drag it up to the top left and you can left click I'll take this top right vertex drag it down to the bottom left then I'll drag the top one again I'm going to press GX 0.5 to bring it to the middle there and this is looking pretty good but right here I don't like this so I'm going to drag this bottom left vertex again and then GX just move it in a little bit to take that away and otherwise that's looking pretty good all right the last thing that we have to do to finish up this tree is add an array modifier to these pine needles so I'm going to go back to the layout tab shift a empty plane axes gz let's move it 0.5 units up I'm also going to click this bark tab into edit mode one for vertex select click the top vertex shift s cursor to selected just so we can see with the top of the tree is a little bit more easily tab back into object mode click the pine leaves then click this wrench icon down here add modifier let's give it an array modifier uncheck relative offset and then check object offset and select that empty that we just made I'm going to give this a count of 30 and then I'm going to click the empty to select it up here and I'm going to s z and for pretty much all these adjustments I'm going to be holding shift just so I can tune things a bit more finely so holding shift I'll drag it in kind of make it so that it rests right at the top of the tree there and then RZ 45 just adds some rotation and then s shift Z and then drag that in a little bit and it's a little bit too sharp up here so I'm gonna s z kind of flatten it up there a little bit more and then cheesy drag it up so that it is up at the top again okay and that's pretty good if you want to add a little bit of variation to it because you know this is a pretty perfect you can click the pine needles tab in edit mode and then you can sort of drag some of these vertices out a little bit just to make it so that's a little bit more random a little less perfect that already makes it just a just a touch better uh but that is pretty good I'm pretty happy with that so I'm going to go over to this modifier and apply it and then I'll go select the empty delete that click uh the pine needles and the bark control J to join them shift s curse of the world origin and then right click it and set origin origin to 3D cursor and we are done with the tree okay the last thing that we need to model is some campfire logs so I'm going to click this tree GUI I'll drag it out of the way a little bit uh shift a mesh cylinder I'll give it five vertices a radius of 0.15 meters and a depth of 0.66 I'll press period on the numpad to zoom in and then I'll press three on the numpad to go to the side view I'll press R to rotate this about here not flat just a little bit angled gz drag this up a little bit just make it so that this corner is a little bit below ground level then I'll press tab go into edit mode one for vertex select I'll click this tab vertex here shift s cursor to selected then I'll press n to bring up this quick menu over here go to view 3D cursor and then Z I'll assign to zero here to make that on ground level tab back into object mode right click the cylinder and set origin to 3D cursor then also Ctrl a I'll apply the rotation to it then I'm going to go over to the shading tab and I'm going to apply the bark texture to it but then I'll click new material right here and then let's call it bark underscore burned then I'll click this folder here and give BARC underscore burned.png to that all right then we're going to apply an array modifier to um to have five of these logs coming up from the center here so shift a empty plane axis then I'll click the log add modifier array uncheck relative offset check object offset and assign that to empty I'm going to give it a count of 5 and 360 degrees divided by 5 is 72 so I'll take that empty and RZ 72 and that looks perfect so I'm going to apply that modifier and then I'll select the empty here delete that and we are done with our campfire logs okay we've got everything modeled so now we just need to export it so let's start with the campfire log so I'll click that and I'm going to go up here I'll call it campfire if you don't have this quick menu open you can press n I'm going to go to item and then select all of these location parameters and set them to zero then I'm going to well first I'll press Ctrl a and apply all transforms then I'm going to go up to file export gltf I'm going to call this campfire.glb include limit to selected objects and I'll have it remember that export setting okay and then I'm going to hide that and let's do the same thing for the foliage set everything to zero call it foliage Ctrl a apply all transforms file export gltf let's call it foliage.glb okay perfect and I'll hide that one and for the tree same thing zero location let's call it tree control a all transforms file export gltf tree.glb still included selected objects just because we remember the export settings export okay we're done with blender okay I've got a brand new Godot 4 project opened up here and all I've done is just added in this simple first person controller where I can walk around on this this plane here with a static body and no environment or anything we're just going to use this as the starting point and I've got my folder of assets here and I'm going to control click all the models that we exported as well as these textures that we haven't used yet so the smoke the fire the sky the ground and the ground normal and then those three models and I'm going to drag all of those in and then they all import and then we can get started okay so now we need to get started putting together our environment elements and we'll start by making a tree scene for us to use so I'm going to right click on tree.glb and I'll click new inherited scene and here I'm going to click this tree to mesh instance and I'll go over to this mesh drop down arrow and I'll click make recursive or make make unique recursive which is going to let us edit some of this imported mesh data and I'm going to find the surface right here Surface 2 with the pine needles and I'll click this drop down arrow for the material and I'll convert it to a Shader material and we're going to put in just a couple lines of Shader code here that are going to make it so that the branches kind of sway in the wind a little bit so it just adds a little bit of life to it so click the material and then click Shader here and here I have a paste bin that I'm just going to copy some lines over from so I'm going to start with these four uniform lines so I'll copy those and I'll paste them right here and you should see a wind drop down appear here then and then I'll go to noise text new noise texture 2D I'm going to click seamless right here I'll drag this over to one for noise new Fast noise light let's give this a frequency of 0.005 and then in fractal I'm going to make it just one octave and then that should be good for the noise and then I'll just reset these to be what these are and then the rest of these lines I'm going to copy and I'm just going to stick that in the vertex function and make sure everything's tabbed over like this and you can see some of that wind effect taking place it's a lot more visible the higher up you go on the tree and I am content with that so I'm going to save this tree.tscn okay and we are done with the tree all right so now we just want to make a similar setup for a foliage scene so let's go over to foliage.glb right click that click new inherited scene I'll click it down here press F to Center on it and zoom in a little bit and we're going to go over the mesh here click the drop down we're once again going to do make unique recursive and we'll find the surface go to that material and convert to Shader material and I'll open the Shader here and let's start by copying over those win properties so I'll go over grab these uniforms copy go down here paste there I'm going to go back over to the tree tab here and I'm going to go to the wind parameters click that drop down click copy then I'll go back to that material over here wind for the noise text then I'll paste that in there and then we set these wind strength for the foliage I'm going to make 0.2 and uh let's go back to the tree Shader code I'm going to copy this I'm not going to copy Global vertex we're going to make some changes to this code paste that in here all right and the changes that we're going to make are first we're going to get rid of this effect too and we're going to make this node position World dot XC minus offset then down to this bottom line here we'll get rid of this y parameter and we'll get rid of this times length vertex x z and then the last thing that we're going to do to make sure that it's always blowing in the correct direction and that it can be at any height is we are going to add a comma here up at the end of render mode at the top of this Shader and we're going to add World vertex chords and then the last thing is this vertex.y here we're going to add minus node position world dot y so that at any height it's still going to blow the correct amount and at any rotation it is still blowing in the correct direction okay so we are done with the foliage now so I'll save that foliage.tscn and we can move on all right so next I'm going to make the campfire scene so I'll right click campfire.glb new inherited scene go to the root node Ctrl a I'm going to add a GPU particles 3D node right here and I'll call it flames go to the process material new particles process material draw passes pass one new Quad mesh and then in there in the material I'm going to give it a new standard material 3D and I'll go in there go into Albedo and I'll drop in fire.png okay then I'm going to swap tabs and then back over just so I can see the texture applied I'm going to go back into that material make a few changes here transparency all set to Alpha shading I'll set to unshaded vertex color make sure you've got uses Albedo checked and for sampling we're going to set the filter to nearest so that we've got a clean pixel texture and billboard we're going to set to particle billboard okay and we're done with that so I'll go into the process material now good number of changes to make here Direction Excel set to zero and then while set to one I'm going to set the spread to five gravity I'm going to set to zero initial velocity I'll set the minimum to 1. angular velocity I'll set a range of negative 50 to 50. linear acceleration I'll set the minimum to 1. and angle I'll set the max to 360 degrees I'm going to take the Gizmo here and drag it up here a little bit just so that's closer to the tip of the firewood and then over here scale I'll set the minimum to two and then I'm going to give it a scale curve here so I'll go in here and then about one third of the way I'll right click add a point and then drag these endpoints down to zero all right that looks pretty good and then the last thing for this one is we're going to give it a color ramp here so I'll go in here and click this black color drag this white all the way up and I'm going to give it a bright kind of yellow orange color right here it's pretty good and then on the right side I'll click that give it a bright red color okay I'll drag this in a little bit oops and I'm content with that I'm just going to turn the amount up a little bit bump it up to like 16. okay that's good so now I'm just going to duplicate the flames and then make the smoke from that so with flame selected Ctrl D I'll call this one smoke then in the process material I'll click this Arrow here to make a unique recursive and then same with draw passes pass one make unique recursive otherwise these currently share the same resources so if I edited this one it would also edit the Flames so pass one go into that material go into Albedo and then here we're going to drag in the smoked out PNG okay then we can go back over the process material for a scale I'm going to reset all these back to their normal values there we go and then for color I'll reset this back to normal as well then give it a new color ramp here and let's see I'll click this black color drag it all the way to be white and then drag the alpha to zero same thing with this one alpha down to zero and then I'll add a new point about three-fourths of the way click that and bring the alpha about halfway I'll drag this left point to be about a third of the way okay and now for the time here I'm going to set the lifetime equal to two let's move it a little quick so I'm going to set the speed scale to be 0.66 and I'm pretty happy with that so this is our fire scene so I'll save this campfire.tscn and we're done all right it's time to start putting some of these assets together so I'm going to go back to my world tab over here I'll delete this placeholder ground and then Ctrl a I'll add a new mesh instance 3D I'll call this one ground as well go to mesh add a plain mesh I'll make this fairly large 100 by 100 meters and then mesh create trimesh static body so that it collides with the player material new standard material 3D and for the Albedo let's drag in ground.png and you can see that it's pretty blurry so I'm going to go down here to sampling and set this to nearest and then we want to scale this uh because it's 100 by 100 meters I'm going to scale this to 50. so that this ends up being about 32 by 32 pixels per meter and for the normal map I'll enable this and drag and ground underscore end up PNG so that this is going to look like a a nice bumpy ground when we add lights okay so that's it for the ground I'll save that and now we want to add trees and foliage to the scene and we could do that by you know adding the scene and then like duplicating it and just hand placing them but that's going to be pretty tedious so we're instead going to use grid Maps um so I'll start by creating one for the tree and first I'm actually going to add some Collision to this tree so that the player can walk right through the trunk so on the mesh I'll control a at a static body 3D control a collision shape 3D and then for the shape I'll add a cylinder shape 3D and I'll just drag this up and I don't even need to really set this properly just because all I need to do is make sure the player can't walk through the base of the trunk so you know for our purposes this is going to be just fine so I'll save that and then I'm going to go to scene export as mesh Library I'll call this tree mesh and save that let's do the same thing with foliage scene export as mesh Library foliage mesh then I'll go back to my world scene Ctrl a at a grid map let's call this one trees then I'll drag in the tree mesh here in the mesh library and then sell I'm going to uncheck Center Y and for the x and z here I'll set this to be one on each and if I click this mesh here I can place them left click to place right click to remove and yeah this is just going to make it easy when we actually design our environment so there's the trees let's do the same thing with the foliage grid map call this one foliage dragony foliage mesh cell on check Center Y for the x and z here I'll make it be 0.5 and we can do the same thing here with the foliage okay I'm going to move the player here just a little bit and I'm going to add our campfire as well Ctrl shift a campfire.tscn and you can see that when loading up it takes a little bit for it to um you know reach its animation Loop and we're going to fix that really quick by going back to our campfire scene flames go to the time pre-process I'll just set this to two seconds and for the smoke I'll just set this to two seconds as well so that way when it starts up it's already run through that much of the animation and you don't see that startup delay okay so that's everything that we need to get started with actually laying out our environment all right I'm gonna do one more quick thing with the ground here before we paint our environment and that's going to be I'm gonna go into the ground material go to this metallic parameter and I'm going to turn the specular down to zero just so that it doesn't reflect bright light so easily uh okay now we are going to actually set up the trees and the foliage here so I'm going to select my trees grid map press 7 on the numpad to go to this top view I don't really want to see Shadows while I'm doing this so I'm going to go to this menu in the top left of the viewport and display unshaded and then here if I click this tree option right here I can just clear that what I'm going to do I've got the campfire in the center of the scene right now I'm going to put a couple of trees scattered around and then a thicker ring around that and so let's see so one two three I'll put like five trees kind of around this ring and then I'll start putting some trees kind of close but not like intersecting with each other around that okay so that's one ring and just to kind of thicken it out a little bit I'm going to put trees kind of between like these windows here between neighboring trees in the ring and these ones I'm a little bit more comfortable with them intersecting with the ones in front of them but you don't want them to intersect too much all right so that takes care of that let's hit the play button and see what this looks like right now okay we don't have the actual environment set up so it looks pretty bad but just layout wise I'm pretty happy with this tree layout so let's go ahead and click foliage and we can do the same thing here just kind of scatter these around you could press S2 to kind of turn them around a little bit it won't make that big of a difference though I'm just going to start putting these around a little randomly throughout here but I'm going to try to keep them away from the fire I don't want them right next to the fire okay and I'm pretty happy with that layout I'm going to go back into the normal display here time being and I'm not going to have a sun in the scene at all so I'm actually just going to toggle this preview sunlight right away but let me hit play just to make sure that I'm happy with how this looks yeah yeah this is I think gonna be a fine layout all right so moment of truth it's time to set up the environment in the settings so that the scene looks a lot better so I'm going to start by taking the player and just kind of dragging them so that they're facing the fire so we've got a better kind of Judge of how the environment looks on Startup and I'm also going to go to project project settings make sure you've got advanced settings turned on display window and I'm going to change the resolution so that it's a little bit lower so it looks a bit more stylized 320 by 180 is good and that window is pretty small so we're going to go to the override and set that to 1280 by 720 and then take the stretch mode and set it to viewport and now if I hit play it renders at a lower resolution but the environment still looks pretty bad so we still have quite a few things that we want to add I'm going to go to the campfire and add an omnilite 3D to it and I'm going to set the range to 15. you can play around with this stuff and I'm going to take the light kind of make it a more orange color and currently it's sitting in the ground so I'll drag it up a little bit so that it's actually in the fire all right that's pretty good and now I'll go to these three dots up here and click add environment to scene go into that environment resource Sky click the sky and I'm going to change the sky material to a new Panorama Sky material and then go in there and I'm going to drag in sky.png and then you should be able to see the stars after that and then the last thing I'm going to do in this is I'm going to enable some fog go to the light color drag this down so it's darker right about there is fine I'm going to crease the density a little bit to like 0.04 and currently the fog is blocking out the Stars so we want to lower the sky effect I'll set it to 0.85 and this looks a lot better but it's pretty dark so I'm just going to give the player a flashlight so that they can still see the details when they walk up to things so I'll go to my player scene control a on the camera 3D and give them a Spotlight 3D and I'll give the flashlight a range of 15 and an angle of 30. save that okay now the player has a flashlight thanks for watching this video I hope you learned something and maybe you can use this environment as a stepping stone to make a better environment of your own if you like this video please feel free to give it a like And subscribe I'd appreciate it a lot and I'm hoping to make some more of these in the future thanks again
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Channel: DevLogLogan
Views: 72,509
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Length: 36min 48sec (2208 seconds)
Published: Sun Dec 25 2022
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