Intro to 3D Game Development In Godot -- Godot 3.x Tutorial Series

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hopefully we'll be out soon so that you could talk to tor elzear's if you do not know about it already I will of course link it down below and right now it has covered all aspects of 2d development on top of that I've done a couple of other series that are very interesting to this particular topic specifically Godot 2.7 not soy blender 2.79 to kudo and blender 2.8 to get double we look at today is we're gonna do an introduction to 3d in the good dope game it's we're not actually gonna do any development we're gonna introduce how you work with 3d when dealing with dope game engine so without further ado let us jump in so as you see here I am just creating a new project it is in 3.2 the key thing to be aware of here is you now have the option between OpenGL ES 3 and 2 and the biggest thing here is ES 3 supports slightly less devices but has more high-quality visuals so if you're not on a constrained or older hardware you probably want to go with 3 and this is actually something you can change after the fact as we will see in a second so I can just go ahead and create my project and then we will get to it so there you go project is created you can see up here the toggle so if you want to switch back to ES 2 you can do so right here it does however require a restart so until this point we've dealt entirely with 2d only so we're gonna do in this case it's actually create a 3d scene now they're the exact same format the only big difference is what the root node is in this particular case it's spatial and so spatial is the root node in a 3d scene and everything is basically derived from spatial as we will see well right now actually so what we're gonna do is create now just a simple cube in our seats I'm gonna go ahead and add a new child node and the tree that you're interested in here oops I did not actually mean to create a spatial let's get rid of that and try that again alright so I'm gonna come here create a new node and this time I'm gonna expand it and then what you're interested here and there's these are all of the various different 3d objects that you can use in Cattell but the one we are most interested here is the visual instance tree and you'll see here you've got geometry interest light Maps lights GI probes and so on what we want to do is create a geometry instance and we're gonna create a mesh instance now if you actually import a 3d object like I showed you in those two blender video it will automatically create the appropriate tree for you all right so now we've got our mesh instead sight here we can come over here into the inspector you see here we have NESH so we could do this we could load it we could create it from an array of points we can create various different kinds or we could load a mesh in what I'm going to do in this case just create a new cube mesh and we've got we can edit the details of it right here so we go on to come in here go to edit we can change the properties the number of subdivisions and so on but we're gonna keep it as it is because now we have a 3d object in our world we should be pretty happy on top of that we could go ahead and assign a material to this guy so we've got a zero material slot gonna go down here into the material say new and you got a shader material in a spatial material I'm actually gonna cover Spada land shader material in the next video so I'm not gonna go into a lot more detail I'm just gonna show you here is how you would go ahead and create an edited material so here for example if we wanted to come in and color it so let's go into the albedo Channel check the color and there you go so see we now have a red cube in the scene once again I'm going to cover materials and shaders in an upcoming video so that's extent what we're going to cover here now so back to the world of 3d in Godot you're gonna probably want to know is how to navigate around in the world first off you're going to want to be in the 3d view so you see here you've got 2d 3d script and so on you can actually get to 3d by pressing the f2 key so here I press f1 to go to 2d f2 gets me in the 3d f3 gets me into script f2 gets me back into 3d for example so very handy way to jump around between modes so once you are actually here if you want to navigate around the world your middle mouse button orbits around the selected object as you can see we are spinning around the cube the right mouse button orbits around to your viewport like you can see right here and then shift in the middle mouse button pans your view like so now what you're gonna want to do a lot of times if you're gonna want to fly around your world just hold down the right mouse button and then you can use the WASD Keys just like you're in a first-person shooter so if you're already familiar with WASD key controls hold down the right mouse button and use those keys to move around in the scene on top of that you can use Q and E with the right mouse button to go up and down now another very convenient thing you're gonna want to do quite often is move things around and those are using the QW ERT controls it's a very industry standard thing so Q is often select w is and you're seeing them switch up here it's a select mode and I press W e R so if you look at your keyboard you'll notice the those are all in order they match the order of these guys on the icon so within select mode I can left click select and we've got this guy and it's got all of the operators available with the little widgets here so I can press the W key and watch discover to switch into move mode and you can see the widget changed as overall so then I can grab this guy and move it individually along the axis as we keep going so we could switch into rotate or I gonna press the e key to do that and you'll see you can rotate along individual accesses using these widgets as well or you can do more of a generalized rotate as well and then we've got scale finally so you can scale along a single axis or multiple accesses like so and again there are widget controls for handling it so that is how you move things around so again queue to select and do like a universal move of move scale and rotate all in one widget W is just move e is rotate and are kind of confusingly is scale just keep in mind these go in the same order as the cue wer T Y QWERTY keys are across your selection thing now another thing you're gonna want to know about is o or an F so if you press the F key it will focus on and frame that's what the F stands for is frame the selected object so if I'm sitting here and I'm looking off this way but I've still got that guy selected I press F and boom we focus in on our select so I move away F we focus back in on it we can also press o and we'll focus on the origin so we're actually looking at the zero zero coordinate of it so there is zero zero let me move away I'll hit oh and you see it snaps back so that we're looking at the origin at that point alright so that's the basics of navigation another thing you'll notice here is if you go up here if your perspective you've got the option here of switching between various different views so this is actually a menu and you can switch between right view top view and so on notice also at the side it says key press 7 this is if you have a full keyboard like a 101 key keyboard you can use the seven key the one key and the three key to quickly shift between the different perspectives and I think oh no I'm wrong on that okay so one three and seven will switch between the various different modes and you see if you press alt in those numbers they will do the opposite so 7 is top alt and 7 is the bottom now that requires a full number pad to be on you your machine however you can also switch between perspective and orthogonal orthogonal basically there is no drop-off as you get further away from the camera often used in 2d perspective as the camera gets farther away or as things get further away they get smaller for example you can see on the grid here large line smaller smaller smaller smaller smaller as they fall off onto the horizon so you get various different options down here that you can control you can switch into wireframe mode for example there's over draw not actually sure what you'd use that for most of time initiate it and so on let's switch that back to normal you can turn things on and off and so on you also see the hotkeys for the commands I talked about earlier are available right there so let's go back to normal mode here another thing you can do is switch up here you can switch and split into a multiple viewport settings so if you wanted to have different so if you wanted to lock one to the right view and you wanted to lock this one to the rear view for example you can easily do so or you can just switch back to it'll go back here to the view again and we can switch back to a single viewport like so you could also turn off the grid and everything else but that is the basics of navigating around your scene now one of the things you're going to find is you actually go ahead and save your scene so go ahead and save this guy and call it sure I'll call it spatial we gonna run it it's gonna pick my yep well select our scene will select spatial and that's not what we want so what's going on here well the problem in the world here is you need a camera so come back here to the root of your guy here create the plus under spatial search down and you will eventually find a camera but what I'm going to do is instead search so what you want to do is make sure however you are using the camera under spatial the one under canvas item is dedicated for 2d only so you've also got a VR camera here clip camera interpolated camera so if you're doing moves or frames over time you want to interpolate the movement but we don't need that we just need a camera so we added our camera in the scene and you can actually click right here and you can actually preview what your camera sees so if we zoom back in here I turn that guy on and let's do a split view here so we've got two viewports going on so you see here let's go to the top view let's grab our camera move into the W mode and you will see as we move it around it is adjusted in the scene now the final thing we are going to show in this particular video is the environment you will notice over here now that we have a camera the camera has a setting for environment you can there will actually be one a default environment right here but we can go ahead and create a new one and there's a lot this is basically you can think of as your 3d settings you notice our world just went dark there well that's because we created a new environment let's go into it and you will see here are all the various different settings and I'm not going to go into them in any detail right now that's just way beyond what we want to go to but for example if you want to set the background color to a sky you can do so right here we want to add some light to our node and ambient light let's create a white ambient light so you see it things are actually getting lit up you can create the amount that it's gonna go by and we're not adding that we've had no other results and of course we could come back here and this will go something gonna do another video but at some point in time but you've also got under spatial you've got a number of different lights like directional light Omni light and spotlight so go ahead and create an omni light that's just basically think of a light that goes off in all directions so there it is in our scene we can move it around and you'll see the shadowing is affecting on that guy but of course since I turned on the ambient light in our environment so let's go back to our camera alright great here go back to the environment now that we have that light in the scene I can go ahead and turn the energy from our ambient light down and then you're just going to see the effect of that light in the world makes the lighting much more profound so that's what you see your environment is useful for it's for setting all the global settings in the rendering settings in your world so you see how you can create your sky we could create a new procedural sky and there boom we now have a sky in our world on top of that we've got ambient lighting going on if we wanted to add some fog to the road we could go ahead and enable some fog and you've got some controls over how your fog is distributed this the color of it the strength of it and so on so let's make this fog like lime green fog in our world if we want we're good to go I'm gonna have some glowing and then you come in here you can do things like SS reflections subsurface I always get that one wrong on my acronym depth of field Farr depth of fear near you can turn those on and off those are actually configured directly in the camera I believe so let's go back to the camera object for a second and we'll look at some of the other options here so we got you can change the perspective the camera so you can have first drum usually where you define yourself orthogonal or perspective projection there is your field of view so this is you can see the results of it there you again as I mentioned the near and far this is how close to the camera and how far from the camera it will render so you see if we get too close it's actually not gonna view it you think of kind of these as the near and far range that the camera will see and that is kind of all we're going to cover today there is quite a bit packed in there we've shown you how to navigate around the world how to create an instance 3d objects in the scene again if you're working with a 3d object like watch one of those videos I did about importing blender objects they just come in as entities you can bring down here you drop them in and there are a hierarchy inherited from spatial itself now a lot of times they will have their own lights they'll have animations they will have mesh instances and so on but it's ultimately the same thing with the same process and again we kind of really briefly touched on applying a material to an object we will get into that in more detail later on there's other things here that we didn't really cover like you can do levels of detail so that as you get closer and farther the things it swaps out the versions so you use higher or lower polygons but I think that is all I want to cover - David so we covered the basics of navigating around 3d using the viewport switching the 3d mode creating a camera creating an environment for that camera creating lights in the scene ah yeah yeah I didn't think that's a pretty good combination of things to cover for one video if there's something that I didn't cover in detail that isn't going to get its own video that you have questions about do let me know in the comments down below and I will do my best to cover that but keep in mind next up we are going to look quickly at shaders and materials and we're gonna move on from there so first off sorry for the hiatus in the in the tutorial series we are picking things back up in the 3d world let me know what you want to cover specifically in 3d and a lot of the functionality between 2d and 3d is quite similar in process so the 3d categories are probably gonna be a little bit shorter but again let me know what you want to cover I intend to cover everything ultimately in this series including this introduction to 3d in Godot so if you have any questions let me know comments down below and I'll talk to you all later good bye
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Channel: Gamefromscratch
Views: 34,301
Rating: undefined out of 5
Keywords: Godot, Godot 3, Tutorial, 3D, GameDev, Game Development, Game Engine, Models, Animation, Lighting, Camera
Id: 09ETWu6Wf8Y
Channel Id: undefined
Length: 13min 35sec (815 seconds)
Published: Thu Sep 12 2019
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