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See also: @artistichadron

 
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I've been playing with TrenchBroom and Qodot over the past few days, and I really like it. I've tried using Blender for modeling in the past, but I've always had a problem with it, which is that it's too good. I get analysis paralysis, and feel overwhelmed.

TrenchBroom feels like a good combination of some of the freedom of full 3d modeling, but with more of the structure you get with things like voxel modeling, and I really appreciate that.

So far, I've just made some basic maps and played with workflow stuff, but I'd like to see how practical it is for modeling objects too. I think it should be possible to just take stuff out of the Qodot node and save it as a scene for reuse once it's in Godot.


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