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)
1
Part 1: 3D Assets with Blender
7
Part 2: Asset Management
11
Part 3: Clara’s Fortune – An Adventure Game

Building Materials and Shaders

According to Wikipedia, a material is a substance, or a mixture of substances, that constitutes an object. This definition for real-life objects also stands true for the models you create electronically with some extra technical details. Let’s look at the definition of a material in our context.

In Blender, materials are essentially containers that hold a bunch of numbers, colors, and textures, besides other useful stuff, and most importantly the shader itself. A shader is a piece of code that tells the rendering engine, either Blender’s or Godot Engine’s, what to do with a material’s properties.

In essence, a material is like a box full of little items, and it comes with a user manual (the shader) so that the software you work with knows what to do with those little items.

You now know the raw definition of what materials and shaders are, but what are they used for? The barrel you created in the previous chapter had...