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

Adjusting Cameras and Lights

When you start a new scene, there are default camera and light objects in the Outliner. Although they are part of the scene, when you are modeling a new object, rotating around it, and looking at a material preview of it, you are still using Blender’s internal camera and lighting system. This default behavior is good for working fast but doesn’t produce artistic and accurate results.

In this chapter, you’ll learn what a camera does and how to employ lights to get the look you want. The premise is simple: you can’t see anything without a light, and you can’t record or capture anything if you have no apparatus to do so.

Although it sounds like we are covering two distinct topics, we’ll talk about both cameras and lights in this chapter. Between the two, we’ll prioritize lights over cameras; you’ll be provided with an explanation of why.

Thus, just like in real life, a camera and light conditions...