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

Understanding the readiness of models

In Chapter 1, Creating Low-Poly Models, we started with primitive objects and altered their vertices, faces, and edges. During that process, we were concerned with how the model would look. As corny as it may sound, looks might be misleading sometimes. To be animated correctly, a model has to respect certain conventions other than how it looks. In other words, you’ve got to be sure whether your model is ready.

Topology and rigging

The readiness level of a model could be defined by the term topology, which sounds a bit technical. In layman’s terms, it’s the distribution and arrangement of the vertices, edges, and faces of a model that altogether mark how optimized the model is for animation.

Not all topologies are created equal. There are bad and good topologies. Let’s look at Figure 5.1 to get a better idea about what we mean by topology or distribution, particularly as being bad or good.

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