Blender 3 & 2.8x Mapping config for mapping
Video
Showcased
Download:here https://drive.google.com/file/d/14xxvT46tuirax4CwhM4xGSB2nyqefXRA/viewAis texta Guidehighly refined Blender config to aid world creation in all its facets. It features WASD movement (like the one in Unity), an adjustable power of 2 snap-grid (Similar to ProGrids/ProBuilder), on-point layout tabs and much more. Continuously improved since 2019, it can be found on GitHub since 2024: https://github.com/Maebbie/BlenderWASD'
The goal of BlenderWASD is to allow creators to easily make complete worlds within Blender, needing few further touch-ups using Unity or other engines. To accomplish this, BlenderWASD retains Blender's great modelling toolset, but adjusts it in key areas to make it easier to navigate as you will see outlined below.
== WASD-Movement ==
World creation often means you are creating large environments. The ultimatedefault configmovement within Blender is only good for singular models and becomes distracting to buildthe largecreation scaleprocess sceneswhen engaging in environments with many objects. BlenderWASD brings viewport movement the way it is done in every modern game-engine to Blender. Meaning while holding right-click you will move with WASD and maplook themaround outusing withoutyour hassle.mouse. ToFunctions previously on right-mouse are moved to middle-mouse press.
Should you prefer to make Atolleach ofobject Etherseparately Iand haveimport decidedit into Unity 1 by 1 to switchplace, then this movement can be turned off, by not importing the keybinds provided. See Setup instructions below.
== .Blend Blender Layout ==
The default Blender Layout is overhauled to Blender,condense thoughit to what is essential for world creation. Elements that exist across multiple tabs remain in their same place for their respective tabs.
It features the following tabs:
As the default configediting window this is not really madeused for mappingmost like Hammer or ProBuilder is. This setup has been refined overof the course3D ofwork, makingoffering a 3D viewport frame in its center. On its bottom left is a small UV window to quickly glance at for sanity checks. On the Worldtop andright is a second 3D viewport window, whose view is synched across all other tabs, which can be downloadedused here.to record timelapses or just serve as a secondary perspective for your worlds.
A modified UV editing window to makebring Blenderit easilyin usableline with the general layout of this config. It is a 1:1 vertical split of UVs and the 3D viewport.
A modified "Shading" window with a horizontal split of the 3D viewport and shader graphs. It initially launches you into the world shader configuration, aka the skybox you see in Blender. BlenderWASD has a custom sky gradient shader setup, where the color can be adjusted or set to day, night or something in-between.
When switching to the Object shader the shader on currently selected Objects can be adjusted.
By default a [https://toykitty.booth.pm/items/3405609 grid texture by Toykitty] is available in different colored materials. These are set to tile automatically, but you will need to create custom UVs and materials, before exporting your projects to Unity.
===GeoNode Edit===
Same in design as the Material Edit tab, but for buildinghttps://docs.blender.org/manual/en/latest/modeling/geometry_nodes/index.html Worlds/MappingGeometry Nodes, a powerful tool for dynamically creating and enhancing models using nodes.
===Animation===
Occasionally used to create physics simulations, e.g. for cloth, that are later turned into a static model.
===Preview===
This tab cuts out adjacent elements to expand the 3d viewport, giving you the ability to get a better feel for your scene. FOV is set to 90°, which is the default choice for many.
===PreviewVR===
Similar to the Preview Tab, however the FOV is set very low, in order to replicate how it would feel in VR while cropped in to a screen. This allows to approximate how a project would feel in VR, without actually needing to put on a VR headset. FOV is fairly accurate when viewed 1 meter from a regular monitor.

==Power of 2 Grid ==
A power of 2 Grid helps to create a coherent world layout. This workflow means you will always snap your edits on a absolute grid. This grid starts out at 1 meter increments from x,y,z 0,0,0, however by pressing + or - you are doubling or halving its increments respectively. Meaning pressing "-" twice would turn your 1 meter grid to a 0.25 meter grid. I behaves similar to howProGrids Hammerin andProBuilder work. For Blender 2.8 and up.Unity.
On the top right is a panel showing your current grid increment.
This grid can be turned off, by simply turning off snapping or changing snapping away from "Snap to Increment".
==Setup
- instructions ==
*Download the most recent version of BlenderWASD here: '''https://github.com/Maebbie/BlenderWASD/releases.''' *Throw everything into the same
folder,
via Edit -> Preferences -> Keymap -> Import -> Select the Keybinds imported on the center top.
FromCreation2.83Config#WASD-Movement|WASD-Movement]]andoutlined2.9above.onwards:*Put the gridoverlay.pypy
in C:\Users\(Users(your username)\AppData\Roaming\Blender Foundation\Blender\2.90\Blender(Blender Version)\scripts\startup
startup. This willshowaddyouracurrent[[Special:MyLanguage/BlenderGridscaleWorldlikeCreationyouConfig#Powerwouldof 2 Grid|Power of 2 Grid]] and the respective panel.Video Guide This video guide is a few years old and shows this config in
ProGridsmotion.when pressing N on the top right.
Controls
Hold Right Mouse and use WASD to fly around like in Unity, use the scroll wheel to make it go faster/slower while flying.You may adjust the speed in Edit -> Preferences -> Navigation -> Walk - + and - (or Numpad + and -) adjust the Grid scale (press the magnet in the top center to turn off)
Rebind these at 3D View - 3D View (Global) - Context Scale Float if desired.
Common issues
If you do not see the Gridtexture, go to the Material menu on the left center and add aImage Texture where it says Color on the first of the 2 Diffuse BSDF shaders.Then select the GridBox_Default texture for each material.
You can change the color of the Background by going into the Material Hacker Layout,selecting "World" in the Node setup where it says Object by default and then going tothat one frame to change the Hue value from 0.5 to something else.To use a Background image/Skybox go to the Context.World Menu (red globe on the bottomright in the center of that menu, not the bottom one) and switch the Color option to"Enviroment Texture"If you got questions or run into any kind of issue, please share those!








