top of page
Search

Week 6 - Building Production in Blender

Writer: Aiden Vuong
Aiden Vuong
May 22
2 min read

This week I started creating a key structural element for the game environment: the building in Blender using the geometry nodes system. The logic behind using the geometry nodes was that it would let me build the building parametrically: you define each architectural component in the form of a node and then instantiate it in repetition vertically up the side of the building without having to place it manually. This would let me define a flexible, adjustable building without having to move objects in the scene, just change parameters in the node editor.


Unfortunately the geometry nodes system proved more difficult than I had imagined. The geometry node system assigns materials differently to standard mesh workflows where you select faces in edit mode and give it to a material slot, each geometry output requires its own Set Material node be placed in the node graph, and understanding where to hook up different materials to different outputs was the majority of this week. I was also reusing materials and textures from a Blender tutorial that had a worn look to them, and although this cut down on texture creation time it still needed to be connected correctly through the node material system.


What I learned this week is that it is an incredibly big risk to be learning new technical systems during live production. The steepness of the geometry node learning curve was not entirely predictable and it was impossible for me to determine earlier in the week how long it would take me to understand its systems and so I was unable to plan for it. From now on, any new or unfamiliar technical system should be thrown into a throw-away test file in pre-production before becoming part of a critical production pipeline.

 
 
 

Recent Posts

See All
Week 10 - Final touches, Evaluation, and Submission

This week I was able to finish the last bits of the game, finalize the website and finish writing up the evaluation. I packed final build, tested the download link and ensured that the main menu, leve

 
 
 
Week 9 - Foliage , Main Menu, Bug Fixes

This week I finished implementing the foliage system and fixed two bugs encountered during play testing. The foliage tool in UE5 places instances of the meshes into the landscape where they should gro

 
 
 
Week 8 - Map Collision Failure and FAB Solution

I had my first major technical difficulty of the project this week. I made the game map in Blender and then exported it as a set of individual mesh pieces in order to import them into UE5. The next st

 
 
 

Comments


bottom of page