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

Summary

We started this chapter by rendering a scene with and without a camera and lights. During this effort, we utilized Shader Editor, which was introduced in the previous chapter to change the background color, also known as ambient color.

Then, we looked at different light types and how each type can be used to simulate real-life cases. We did this using the Eevee rendering engine. Should you switch to the Cycles render engine, the lights will have additional and more advanced properties, but the concepts you learned about in this chapter will hold.

We also discussed the fact that your rendering concerns will be left for later when we tackle things in Godot. However, it’d be a much more pleasant experience if we could work with better-looking things. To that end, you were introduced to two different methods.

The first method is MatCap, which you can use to change the way models look, despite not turning on material previewing. The second method, Ambient Occlusion...