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

Introducing materials

As we mentioned in the introduction, materials are assigned to objects. However, you can’t assign materials to all objects. When you start up a new Blender file, it comes with a cube, a camera, and a light object. Only one of these objects has substance from Blender’s perspective, and that’s the cube. Let’s break this down a bit more to understand why it matters. Although a camera and a light source have physical properties and they occupy space in real life, this isn’t the case in Blender. They are conceptual objects.

A camera is a tool through which you see the world. So, you don’t get to see the visual properties of the camera itself. It doesn’t matter if the camera is painted red or blue. Similarly, a light source shines a bright or dim light, sometimes with a certain color, but it doesn’t take up space in a Blender scene. Therefore, if there is no substance, we can’t apply a material to these...