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 MatCap and Ambient Occlusion

Since making more investment in a high-fidelity lighting setup in Blender no longer makes sense, we should perhaps investigate different ways to make our scenes look better. What we’ll do next still means what you see won’t be exported. However, it means you can look at models that no longer have the default and boring gray look. Why not? Working with things that look nice sometimes feels nicer and increases productivity. We’ll look at two techniques that will help you distinguish your models’ details.

MatCap

MatCap stands for material capture. We won’t get into the technicalities of how a MatCap is constructed but, suffice it to say, it’s a type of shader Blender uses internally to give a different look to the models. Normally, you’d need to switch to Material Preview mode to see how your materials would look on your models.

However, during the modeling process, you usually work in...