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

Using the UV Editor

Blender comes with preset workspaces so you can focus on a particular workflow. So far, you’ve been in the Layout workspace. You can see it as the active tab just under the header of the application, next to the Help menu. You should create a new file and switch to the UV Editing workspace by clicking the appropriate tab. Figure 3.2 is what you’ll see when you are in the UV Editing workspace.

Figure 3.2 – UV Editing is one of many default workspaces in Blender

In the UV Editing workspace, the application will mainly be divided into two sections: the left side, which is called UV Editor, shows a bunch of squares laid out on a flat surface, and the right side shows the default cube. The black dots you see in UV Editor are actually the vertices of the cube in 3D Viewport. You might notice that if you counted the dots in UV Editor, they don’t add up to the number of vertices the cube has. There are more points in...