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Post #4217201

2026-07-02 05:13 UTC

Huh…so, some interesting progress was made today with #Godot. I’m still getting a feel for how exactly I’ll be doing 3D interiors for environments. I decided to make a super crappy house with the Home Builder 5.1 plugin for Blender, and threw in some placeholder furniture from an asset pack. The walls didn’t come through on export, but the floors and decor did. Realistically, I’ll probably try to reduce meshes to individual pieces of furniture, and try to just assemble it all in-engine. #GameDev

Replies (2)

  • Some general take-aways: It’s still unclear what export format is ideal for 3D models in Godot. FBX is “industry standard”, but has a lot of crappy caveats. gLTB isn’t too bad, but it seems like the textures aren’t exactly embedded in the models once imported to the game engine.There are no rigid bodies. I can literally walk right through stuff. Need to figure out how to correct this, probably will have to make assets for Godot manually to account for this.I am very bad at laying out rooms. Populating rooms with stuff is pretty fun, though! I had a facepalm moment when I was trying to set up a living room and realized that the placement of elements actually makes no sense.

    Open ##4217371

  • The short end of this is the question: does it make sense to use a Blender plugin for architecture (3D interior renders for houses) as a level-design tool? I’m inclined to say “Kind of!”. It works better than expected. Obviously, I need to follow some actual floor plans to make this work. The biggest stumbling block is working the kinks out of the asset pipeline.

    Open ##4217374