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


Throughout this chapter, you learned how materials can be used to give objects a different look. To create materials, you used the Material panel as a workbench to prepare many materials at once, and later assign these materials to different objects.

Shaders are almost inseparable from materials, and you got a glimpse of how many options they come with. You also saw that you can pick different shaders for your materials. However, most of the time, Blender’s default shader, Principled BSDF, will be enough.

Using the default shader, you created a few materials that have different qualities, such as wood and steel. Furthermore, you discovered ways to create different-looking metal surfaces by utilizing metallic, specular, and roughness properties with varying intensities.

There is another topic that is usually covered alongside materials and shaders: textures. It was intentionally omitted, but it’ll be covered in the next chapter with an explanation of...