Book Image

Game Development with Blender and Godot

By : Kumsal Obuz
Book Image

Game Development with Blender and Godot

By: Kumsal Obuz

Overview of this book

Game Development with Blender and Godot is a comprehensive introduction for those new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, and engaging games. This book will start by focusing on what low-poly modeling is, before showing you how to use Blender to create, rig, and animate your models. You will also polish these assets until they’re game-ready, making it easy for you to import them into Godot and use them effectively and efficiently. Next, you will use the game engine to design scenes, work with light and shadows, and transform your 3D models into interactive, controllable assets. By the end of this book, you will have a seamless workflow between Blender and Godot which is specifically geared toward game development. Alongside, you’ll also be building a point-and-click adventure game following the instructions and guidance in the book. Finishing this game will help you take these newly acquired skills and create your own 3D games from conception to completion.
Table of Contents (20 chapters)
Part 1: 3D Assets with Blender
Part 2: Asset Management
Part 3: Clara’s Fortune – An Adventure Game

Making Things Look Better with Lights and Shadows

We have a simple and clean-looking level design, but it could use a good makeover. For example, the sconces on the walls and the candles on the floor are just sitting there without adding much interest to the scene. Also, there is the slight issue of having this level as an underground environment since this is a cave. We must find a way to simulate the light from the exterior since Clara sailed her boat in. Overall, we will have the level be lit just enough for the players to perceive things.

In this chapter, we’ll introduce lights and shadows to our workflow so that our scene looks visually appealing. We covered lights earlier in Chapter 4, Adjusting Cameras and Lights, but we did that in the context of Blender. While generic concepts still apply, we’ll have a chance to do things from a game development perspective this time instead of taking an artistic render in Blender.

Shadows are not automatically available...