What the title says.I'm a total beg.Have a coding background and want to start making my own assets for non commercial game projects.It's likely I'll be sticking to low poly stuff in the long run, but wouldn't want that to keep me from learning "proper" technique. So far the UI looks comfy, but since I'm complete beginner at 3D modelling I'm wary I'll be picking up some bad habits or navigate myself into a dead end.Something like pic related is the level of detail I want to be able to produce.
>>1032168what game engine will you use? godot shits it's barely-documented ass with anything 3d on a good day, so there's a lot to be said for giving it what it "expects", which is shit made in blender. you dont want to spend four hours poking around the comments on a blog post to figure out that your fancy new model imported without any of the weights you painted because you used the wrong workflow.
>>1032170Haven't decided between Unity or Godot so far. In the near future I have smaller projects for both engines on my todo list.I've got a high tolerance for bullshitting my way through software.
>>1032168The bad habit to not pick up is using the choice of program as an excuse to not just work on stuff. You're just procrastinating and imagining barriers as excuses
>>1032172Take a guess what I'm doing right now.I'm not starring at an opened tab hitting F5 for hours.
>>1032171If you going to make a 3d game, use Unity or Unreal 4 (5 is retarded).Godot is pointless, it does everything worst, and it being "free" is pointless as well, as if you game does not sell you will not need to pay anything and if it does it's a small price to pay for the time and health you save.
>>1032180reply made by someone who has never opened godot or looked at a video of it in the past three years lol
>>1032173I think that's actually exactly what you've been doing
>>1032168WOWEEEIS THAT A LOW POLY TUTORIALOHMYGOOOOOOOOIVE BEEN LOOKING FOR A LOW POLY TUTKRIAL THANK YOU SO MUCHITS BEEN AO HARD TO FIND A POW POLY.MODELLINGTUTORIAL BECAUSE MODELLINGLESSIS SO MUCH HARD THAN MODELLINGMORE
>>1032171personally godot has been good to me, but you have to be warned it was never built with 3d in mind. anything even slightly off the beaten path is undocumented or worse, implement-it-yourself. with your background im guessing reverse engineering an engine is manageable, but for me it's suffering. i checked out blockbench and it seems great for what it does, but for the model you want i think the geometry would get messy fast. if you're doing low poly shit you have the chance to make something comically performant, so why let blockbench screw you by filling the mesh up with texture weirdness and unnessesary verts?
>>1032168Just use blender. Blockbench can do what you want, but its really impractical to use, and the animation side of things is so bad you will end up having to move the models to a different program to do rigging/animations, at which point just do the whole process there lol. The only reason to use blockbench is the minecraft pipeline, since the program was initially made exclusively to make minecraft assets
>>1032255Thanks man. Playing around with it over the weekend was fun, but I'll give Blender a try next.A few other sources also told me about difficulties with the animation side of things. I also found the way it implements reference images weird, but that might be a beg complaint.>>1032229I'll see how far Godot will get me. Not fixating on low poly yet, but like you said I have a few ideas in mind where I figured I could use the extra performance. Stuff like rendering a ton of 2D sprites from a few 3D models.
>>1032229what features is it missing, in your opinion? My only complaint is that the mesh instancing system was a bit difficult to figure out but that was when I was making an RTS prototype, for what most use mesh instancing for it'd be spartan but ultimately fine.
>>1032263Blenders built in texture painting is doodoo still but it beats out blockbench in terms of overall utility. The compositor alone is worth learning as blender can be used as a makeshift photo editor. If you prefer blockbench's simplicity you can make a model with a rig in blockbench then import to blender for better fx and renders