AWS Lumberyard – a developer’s journey part 4

From Lumberyard to Blender. Time to make some assets.

After a little bit more digging through AWS Lumberyard, I’ve confirmed that this is not an asset editing tool, but a framework to glue things together with. Specifically, there isn’t a mesh editor.

The Lumberyard documentation explictly states this. So it’s off to Blender – an open source 3D modelling tool – to make some models.

I’m following this tutorial here

He obviously knows his stuff and presents the info in a logical and fun way. Where else can you make dancing doughnuts!

The tutorials actually cover a huge range of material, and by the end of part 4 I found I couldn’t remember how to select points in the mesh. Or rather I could remember it just didn’t work! Back to a previous tutorial, and I’m in the wrong mode (object mode instead of edit mode). Right mode, right keyboard shortcuts and it still doesn’t work.

Hrm.. ok right mode, right keyboard shortcut, right rendering engine and it… works! Although he said poke things as you can’t break them it, dont press things he didn’t if you want the tutorial to work!

There are a lot of different editing modes and selections within Blender, but I feel this is easier to understand so far than Lumberyard. Although there are also a few “sillies”.  I went to add a second material, did exactly the same as the first one, but there was no “add new” button. I undid the steps, retried and then had to Google it, only to find out I needed to scroll the panel up to see it!

So I’m now half way through the tutorials and have a reasonable rendition of a doughnut with icing on it.

Next will be looking at creating models instead of using the primatives, using the particle generator and adding textures.

Blender part 2

Dancing doughnuts in Blender
Blender tutorial - iced doughnut

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