so if I understand correctly blender workflow to render sprites from meshes is kind of a pain in the ass and I'll have to write python again to make it manageable
kinda want them all to render automatically in 1 click in the asset blend file straight to LOD3 mesh images to just export gltf
kinda want them all to render automatically in 1 click in the asset blend file straight to LOD3 mesh images to just export gltf
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though at this point they should just make node scripting and expose basically their entire api like python
animation to rotate around the mesh and you get several views
Something like this but for exporting game engine compatible imposters would be neat
https://nuggetblends.gumroad.com/l/bjfqx
I’ve been experimenting with geonodes and making flora with planes and UV mapping.
Using a mix of fancy stuff like L-Systems, LOD, and geonodes, compositing to sprites, etc
I think it’s just something about how vegetation works that inspires its own workflows, at least the generation part. There’s a lot of cool science papers on drawing plant graphics in 3D.
I noticed in general it’s awkward making flora game assets with blender where you get LOD options etc. GLTF has multimesh export option that I haven’t figured out yet too.
&, We need a PR for manual LOD - unity style!
That’s something you can do with blender - unity