Welcome.
In this section, we will use Blender to make a landscape level for our game.
So we will make a landscape, a few mountains, and we will also create rig and animate an enemy for
our game.
Once we finish this section in the following sections, we will publish our game on Itch.io and I will
show you how to publish your game, how to fill the information needed, how to place a price for your
game.
And we will also check out some examples on people that have published and sold the collection of their
indie horror games in the PSP, PS1 low poly retro style such as Puppet combo or 616 games.
And there are other people out there, but let's not rush for now.
We will use this texture that I made, this trim sheet.
As you can see, they are squares on the size of 32 by 32 pixels.
And they I got them from the Internet and I just scaled them down and place them in this form.
We will use this trim sheet to model not only our landscape, but also we will use these three red textures
for the model of our enemy.
And well, I think we will only use this these four, and maybe you can try out these other five textures
that I got.
I think some of them are not completely seamless, but I guess they will do the trick.
So as you saw, I just hit this key because I'm working on the same my models blender file.
And this is a collection over here.
This is like a folder.
So we can right click the collection and create a new collection.
And well, it was placed inside the last collection so I can double click it.
And this collection will be called Models and I can F2 and this collection will be called Landscape.
So for our landscape we will add a mesh.
But let's shift a but this time this will not be a plane because a plane contains only four vertex.
I need a grid.
This grid grid mesh will have multiple vertex.
If I go to edit mode, I can see that a grid is made up of a plane, but there are control.
R.
If I press Ctrl r, I can see that this plane is just well, this grid is just a plane, but it's full
of little cuts and slides over it.
So I'm going, I'm going to go back.
To where I got nothin.
Let's go create a grid.
I can check this.
A x subdivision and Y subdivision and size over here.
If I don't click anything.
But if I click somewhere else, this window will disappear.
So make sure that once you create your grid, you move out on this.
I'm going to make it like 20 and 20 subdivisions and maybe 20m because this little mesh will be the
plane or landscape for our level.
And since if I go to edit mode, I will see this vertex and I can go to sculpting.
And here in the sculpting mode I can.
Well, while having the draw method selected, I can move it around and well, you can also grab a vertex
with the grab tool if you want.
By the way, if you go click and hold, you will draw a little mountain.
But if you hold shift and hold left click, this little mountain will go back to where it was.
So with these little bars over here, we can change the radius of our of our tool.
And with this little bar over here, we can change the strength that each click will change.
So since this will be only a little mesh well, a little landscape with not that many changes over it,
you can just play around it and make sure it looks kind of plain, but with some vertex molded to the
surface.
So the mountains we have in the landscape, we will model them.
It will not be the mountains won't be placed over here.
We want we want to this, for example, for instance, because if you do this well, you won't be able
to move any mountain when you drag the model in gold.
So I can move to layout and sculpt, and if I go to edit, I will see that there is my little landscape
over here.
So we will we will paint it by going to the shading method and we will create a new material.
This material will be called landscape material and the same as with the other models, we will add
an image texture, but this time we will open this little trim sheet over here.
So by the way, I think this is a good time to talk about frame sheets.
What are trim sheets?
We can just connect this guy over here.
So if we Google, for instance, Ship Silent Hill, we will see that the Silent Hill game that was made
for PS1 had this little trim sheets.
And as you can see, these were just as we have it in our in our small example of the trim ship.
They are just squares with some texture over it and maybe also some, um, some other textures that
they, they were hand-painted like this block street or this little chair.
I think that's a chair.
Or for instance, even this, this silent hill trim sheet with some checkerboard pattern and well,
I'm not telling you to copy this, but you can actually use them in your game or edit them just a little
bit and you can use them in your in the game and and not.
Well, a lot of people won't really care because if you edit them well enough well that that would be
enough for an indie game.
You can also Google other textures.
You can even use textures that are not designed for a building or a game.
Well, like for instance, the texture of or just take a photo of a wall and use them and you can you
can even do that in your games as well.
But for our little model over here using our trim sheet, we will now learn how to use these trim sheets.
So let's go to editing and we will see that we can press u and press unwrap and the game will unwrap
the the.
The faces of the model inside a little image.
But this is not the image that we are using.
So we need to click over here.
And click on the ship one and we now will see that if we drag this square over here, our image will
also change in this direction.
And if we click one of these square.
We will see that a little square over here is drawn.
This is because this little square is using the texture that we give it in the image over here.
So for this to work, we need to press A to select everything and we will go to up and we will stretch
this image.
Well, the first important option over here in EB is this constraint to image bounds.
If you check this tick box, the image or the UB won't be able to be moved outside of the image, so
that's pretty useful.
If you go and click on Reset, all the little squares over here will be reset to this image or this
the size of the image that we're using.
So after doing that, we will just go and modify the image so it matches the size of one of these squares
over there.
And now all of these little squares over here are of the size of one of these squares in my trim sheet
so I can move around.
Well, let's let's press A to select all of them so I can move around or all of these squares are the
same time and they will be stretched to the size of the square.
So since this is just a little landscape, we can leave it like this, but we will do something else.
I want to press a and select over here and just select a random over here.
There is an option.
Select a random.
We will select random squares from there.
But I need to have some.
I need to have it deselected.
So I will click select random and we can maybe choose less of them because some of these squares I want
them to be using the flower texture over here and well, this really depends on what you want for your
game, but I guess this size is extremely good for our intentions.
So that's, that's great actually for our little landscape mesh.
But if we can even make it a little better, I can see that this mesh is kind of shining, right?
So I can change this roughness parameter to make it less, less shiny.
If I move roughness to zero, it will be very, very shiny.
And if I move it to one, it will be extremely, extremely not not shiny.
So that's exactly what we want.
That's that's everything for our landscape, landscape mesh and this landscape mesh, well, we will
just need to export it as a gltf export it as landscape model.
And give it a gltf embedded and just include selected objects or else all of my models will be exported.
Export it and just place it inside.
You can just click and drag the file and once we have it in our game, just click and drag it.
And that's a little landscape we have over here.
We could have made it even bigger.
But if we duplicate this little guy over here, we can make it the size that we need it to be.
No need to stretch it or do strange stuff with it.
And remember to have this user snap a.
On to have it.
Well, now.
Now, if I try to walk over here, my character will fall.
Right?
I already know that because we need to.
Make local and for the for the landscape.
We need to have it create a static, static, a static body mesh.
Well, for all of them, actually.
For this one.
And also.
Or this one?
And also remember to have.
Uh, light sunshine and an environment scene in your game.
And if we run this scene, we will have our game in this little landscape over here.
However or or character is not attacked in any of these guys.
Remember that we need to have the these guys in the grass group because in our player script we have
in the detect process ground sounds, we have a grass detection and it will load the grass, the grass
footstep sound for all of them, not just for one.
And now.
I have a little landscape over here with some grass footstep sounds.
That's awesome.
Remember that this is a super low poly, low texture grass.
And if you are not happy with the result, you can always go back to blender and edit your mesh as you
like, as you'd like.
Or maybe, uh, change the scale of this texture or of this mesh.
Uh, but uh, this is looking quite good and it will look even better once we add some mountains to
our game.