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

Constructing the missing materials

When we were placing the props, we covered the gap near the door by placing a bush prop (this can be seen in Figure 9.10). However, there is something awkward about those bushes. Similarly, the arch over the door has some weird-looking dangling things over the stone bricks. They should be showing greenery and leaves but all we have is a bland, gray surface. We’ll fix these issues in this section.

In addition, while it made sense to export individual models from Blender and place them in a Godot scene, it didn’t make sense to export the water body. Even in Blender, that object was a plane that has been applied a shader that mimicked water. We’ll recreate that effect in Godot.

Fixing the leaves

First, let’s describe what the problem is with the gray leaves. All the other models seem to have their materials displayed properly. Despite all intentions and efforts, certain things are never fully transferred between applications...