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This is a Blender project file that contains Geometry Nodes setup that allows to create procedural and semi-procedural Dungeons.

The semi-procedural approach allows converting subdivided/extruded planes into corridors or dungeons.



Procedural approach automatically generates planes that are later converted to corridors or dungeons.


All the settings in the modifiers properties are named according to their functions.

Project file includes:

  • Geometry Nodes setup to generate dungeons
  • Pre-created example of the dungeon
  • PBR materials (Walls, Floor, Decoration Elements)
  • Low-Poly Assets for dungeon interior (Pillars, Windows, Torch, Door, Hatch, Barrels, Chest)
  • Textures taken from Polyhaven website are included in the project
  • Volumetric Fog Material

Tutorial is out there on YouTube:
Feel free to re-create or learn how to make this in Blender. Step-by-step tutorial is available on my YouTube channel.

Note: This project was created with Blender 3.3. Opening the project with earlier version may lead to defects in the setup, since Blender Foundation is actively working on the features that are used in this project.

Note: Some of the assets are not optimized to use in game engines for production. Additional efforts are required to use assets for game development purposes.

Purchase

Buy Now$1.00 USD or more

In order to download this project you must purchase it at or above the minimum price of $1 USD. You will get access to the following files:

Retroshaper - Dungeon Maker with Geometry Nodes.zip 149 MB

Comments

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Hi.

A good and impressive work on these nodes geometries.

In Blender it's working like a charm, I added "Realize instances" and apply Modifiers to export it as a gltf and all UV mapping is wrong.





Within Blender everything is ok, if I try to manually edit UV mapping I get some better results but some faces are wrong.


Any help appreciated, and thanks for your work again.

Hi! Thanks for your comment and sorry for late reply.

Based on the info you've provided I can tell that the UV mapping is wrong, however, it is expected as a new mesh was generated with default UV layout for that whole mesh (my assumption).

There are a few options worth trying:

1. Use "UV Unwrap" node to get proper UV mapping. I don't use it with my project, however, I saw some decent results in others works.

2. Similar to what is happening in Blender with this project, you may build procedural materials that will automatically wrap textures around the faces of mesh. E.g. in Blender, I sometimes use Box projection in the texture.

3. In case one of the above worked for you, you may also try baking textures to a new UV map. However, taking into account the size of meshes, it may be difficult.

Hope any of my comment helped.

Sooooo good. But one thing: If I want to work with this, the whole thing as one geo, tweak, when I apply the modifier, the decor items just dissapear. Everything else is translated into geometry. Just only the walls/floor. Any way to fix this? Kind regards.

H! Thanks for your inquiry and sorry for late reply! Try to add "Realize Instances" node at the end of the node setup - this should fix it up. The thing is - when you instantiate mesh objects, they are not real vertices geometry vise. Hope that helps!

Hello, I went here to get the stuff from the assets collection, but then I found that I have to pay... Could you maybe consider having the assets separate from the project it's self and make them free? Sorry, just want to follow along without paying!  :)

Hi! Thanks for following the tutorial and visiting this page! Well, that's the point ;) For some of the projects that have a combination of modeling and geometry nodes, I put a symbolic price of 1$. I hope, it doesn't frustrate you and you'll continue improving yourself in Blender! Thanks for your understanding!