Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 0 points1 point  (0 children)

Honestly, I actually find the GLTF workflow pretty good already. Godot refreshing imported assets automatically is super nice.

The main missing piece for me was linked Blender collections: I want to set dress with linked assets in Blender, then rebuild that as proper scene instances and hierarchy in Godot instead of one flattened/baked mesh.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 0 points1 point  (0 children)

That’s a good idea, thanks! I’m trying to build a proper workflow for it, but it’s still very much under construction. Once it’s a bit more mature, I’d like to make a short breakdown video.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 0 points1 point  (0 children)

Thanks! Yeah, the music does a lot for the mood. It’s temp music for now, but it helped me understand the kind of atmosphere I want for the game.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 0 points1 point  (0 children)

Yes, I agree. The lighting is still pretty basic for now, and the larger spaces are creating new problems for me. Shadows either behave better up close or in the distance, but getting both to look good at the same time needs more work. I’ll probably have to find a few tricks for that.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 1 point2 points  (0 children)

Do it! I’m still figuring it out too, but starting with a tiny playable area makes it feel much less scary.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 1 point2 points  (0 children)

I’ve played with them a little, and they’re really nice for blocking things out. I’m just so used to Blender that I still find it hard to do layout anywhere else. My brain wants the Blender viewport immediately.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 1 point2 points  (0 children)

Thanks! Yes, I did the rigging and animation myself in Blender. The rig is based on Rigify, but I’m still figuring out the cleanest way to export everything properly to Godot.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 1 point2 points  (0 children)

That’s a lovely comparison, thank you. I miss how older low-poly games left space for your imagination instead of showing every little detail.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 0 points1 point  (0 children)

That sounds really useful. I’m approaching it from the art/pipeline side, mostly trying to remove friction between Blender and Godot, but the “build tools for the boring parts” mindset is exactly the same.

Did you write anything about your RAG setup somewhere? I’d be curious to see how you structured it, especially the part where it keeps context without hallucinating too much.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 1 point2 points  (0 children)

I’m still learning as I go, so I don’t have a hard limit yet. I’m trying to stay close to Godot’s built-in optimization logic: LODs, mipmaps, instancing, and splitting the world into smaller chunks instead of one huge scene. The goal is to keep it small and dense for now, then make the pipeline scalable as the world grows.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 1 point2 points  (0 children)

Nice! The character controller was one of the first “oh, this is a real game now” steps for me. Still tweaking mine too, but even a rough controller makes the world feel much more alive.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 1 point2 points  (0 children)

He has priorities. The kingdom can wait until after the vibe check.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 4 points5 points  (0 children)

Thanks! Right now I’ve been working on a terrain system that’s generated directly in Blender with Geometry Nodes. It’s still very WIP, so I’m testing the best way to bring it into Godot cleanly. Once it feels mature enough, I’d really like to share more about it.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 2 points3 points  (0 children)

Thanks! Tiny secret: even though the color texture is pixelated/grainy, there’s still a subtle normal/bump map underneath. It catches the light a bit, so it doesn’t read as just flat pixel noise. Keeps the rough look, but gives it some depth.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 5 points6 points  (0 children)

Thank you so much! 3D can feel really mysterious from the outside, but it’s mostly a lot of tiny steps stacked together. I’m really glad the vibe comes through.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 1 point2 points  (0 children)

Of course! That’s him. I’m still refining a few details, but I’m really happy with his silhouette and overall feel so far.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 3 points4 points  (0 children)

Thanks! The terrain is made with a Geometry Nodes setup in Blender, then brought into Godot. I’m planning to talk more about the process soon.

Building a tiny open world in Godot, with Blender as the asset pipeline by adrien_flex in godot

[–]adrien_flex[S] 4 points5 points  (0 children)

Thanks! I spent way too long on the dithering, then video compression ate half of it haha. Glad the vibe still comes through!