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

Deciding what to export

Not everything in your scene should be exported. For example, as mentioned previously, we will create the camera and light conditions for the game world inside Godot Engine. So, once that’s done, there is no need to keep a camera and light object in your Blender scene. However, they might be useful for you to take test renders to get a better feeling for your scene without constantly exporting your models to Godot. In this section, we’ll determine the better export candidates and how to use the export settings to facilitate that.

The export options are categorized, and we’ll go through some of the options where appropriate. We’ll do this by discussing how these options relate to the objects you have in your scene. Note that the export window is separate, so you don’t need to close it before you select your objects in the scene. You can go back and forth between these two windows during this effort.