Asset Creation - Part 1: Block Mesh

The purpose of the block mesh is to spend less than 15 minutes to create an extremely rough block out version of the model that can be  used as a stand-in version of the asset. This allows us to get an early version in the game asap so that the level designers and programmers aren't blocked in their ability to do their work.

Goals

  1. Save a file into the correct location with the correct naming convention.
  2. Block out an extremely rough version of the model that vaguely looks like it could be the asset.
  3. Ensure scales and proportions are correct.
  4. Name all of content inside of the file appropriately.
  5. Set up an export collection, and point the file path to the in-game location for the asset.
  6. Export it into the appropriate game folder and establish it as an asset in the game.
  7. Create collision for the asset in-game.

Step-by-Step

1.) Prepare / start the task:

2.) Check your Git working directory (pounce-art):

3.) Make the Blender file:

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Have the Game folder structure  at the ready. Start in the pounce-art repository.

If you are making a prop, you'd navigate to" pounce/pounce-art/art_assets/props

  1. choose asset type

  2. create new folder in correct location named after the asset 

  3. save the .blend in that new folder named after the asset ( example.blend / wood_crate.blend) 

4.) Make the Block Mesh:

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A block mesh functions as a bounding box + rough shape for your asset, this allows us to apply physics to the object, and start using it to develop scenes + game mechanics right away. You should be able to tell what it is by glancing at it- but its far from detailed- like this chair

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  1. Create something very simple that is the size + approximate shape of your asset (no more than 15 minutes) 

  2. Set the objects origin to the lowest center point of the object 

  3. Check that the object is sitting on the floor and not clipping below 

  4. Apply all transforms

5.) Create a collection for the asset + clean up outliner:

  1. Create a new collection + name it after your asset

  2. move the block mesh into this collection

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6.) Set up the collection exporter

You only have to set this up once during the block mesh phase. Subsequent phases will re-use the same settings.

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  1. select collection and add a new exporter in the properties panel under 'collection properties'

  2. in file path option type "//" to direct the file to the relative path 

  3. select the little file icon to specify the file path, replace "pounce-art" with "pounce-game" and create new directory

  4. in this new directory name the file the same as the asset + but with '.gltf' ( example.gltf | wood_crate.gltf) 

  5. double check settings and ensure that the format is set to glTF Separate NOT glb

  6. Click the 'Export All' button in the collection exporters section + save your blend file

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If there are multiple assets in this .blend file, make a collection for each asset (a handle that is a separate object on a mug is not a new asset, a new asset would be a mug + a plate, the mug would need a collection and the plate would need a collection, the mug collection would hold both the mug object and the handle object) . + each new collection will need its own exporter

7.) Add block mesh to game

IF YOU HAVEN'T OPENED THE GAME YET->

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IF YOU ALREADY HAVE THE GAME ->

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Set up Collision for the entity:

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Add to Zoo Scene 

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Under levels in the file system, navigate to 'zoo.tscn' and open it to view the scene with all of the game assets, then go to entities in the file system, locate your new asset tscn and click and drag it into the zoo scene to see it next to everything in the game! (yay!) 

8.) Commit changes / complete the task:

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Revision #21
Created 2026-02-14 19:40:20 PST by xury
Updated 2026-03-04 17:42:37 PST by P_ixeL