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 UVs and texture coordinates

While you are modeling, you are altering the coordinates of the vertices of a model. Thus, you are working with spatial coordinates. To apply a texture over your model, you need to work in a different kind of coordinate system that is called texture coordinates or UVs. Let’s see how these two terms relate to each other.

The spatial coordinate system is often described with the XYZ acronym since we often use X, Y, and Z axes to define the position of 3D objects. Similarly, UV is another acronym but it is used in the texturing workflow; the letters U and V were picked to describe the texture coordinate system. So, UV doesn’t really stand for ultraviolet.

The process that maps UV coordinates to XYZ coordinates is called UV unwrapping. Via this method, you tell Blender how a graphic file is mapped to XYZ coordinates. If unwrapping sounds counterintuitive, you could try to reverse the process in your mind. What kind of texture...