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


Since we took care of exporting Blender assets in the previous chapter, it was time to learn how to import these into Godot. This is what we covered in this chapter.

First, we learned that once a glTF file is part of a Godot project, Godot automatically takes care of things such as separating materials. That being said, since we’d most likely keep creating more instances of 3D assets, we looked into creating dedicated scenes out of glTF files. Moreover, we learned how to make modifications to our models in Blender and get the scenes using these models updated back in Godot.

Then, we covered materials, which is an enmeshed topic within the model workflow, and discussed different ways of labeling the materials, and even keeping the models in separate folders to prevent any material file from overlapping. You decided what works best for you since this kind of thing might be team-size or project specific.

Finally, we tackled how easily animations can be imported...