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

Adding and Creating Textures

In a typical 3D workflow, one of the most common properties you would add to a material is texture. A texture is an image file that is responsible for the textured look of a model so surfaces don’t show just flat colors. Although objects you come across in real life have a perceived color, they also have a characteristic look that is defined by this property in 3D applications. For example, both a flower and a sandy surface may have a yellow color, but you know a flower’s petal would look smoother, whereas grains of sand would look gritty.

Most day-to-day objects have wear and tear. Look around and you’ll see that most surfaces will either have chipped paint, a slight deformation, or some scratches. Imagine the barrel you designed in the first two chapters has been in use for some time. It’d naturally have a few scratches on the metal rings. You can only go so far by applying colors to your materials and altering the roughness...