Game Development with Blender and Godot Leverage the Combined Power of Blender and Godot for Building a Point-And-click Adventure Game

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.

Bibliographic Details
Other Authors: Obuz, Kumsal, author (author)
Format: eBook
Language:Inglés
Published: Birmingham : Packt Publishing 2022.
Edition:1st ed
Subjects:
See on Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009686250206719
Table of Contents:
  • Cover
  • Copyright
  • Contributors
  • Table of Contents
  • Preface
  • Part 1: 3D Assets with Blender
  • Chapter 1: Creating Low-Poly Models
  • Technical requirements
  • Understanding low-poly models
  • Parts of a 3D model
  • Low or hi, what's the difference?
  • Advantages of low-poly models
  • Limitations of low-poly models
  • Creating a low-poly barrel
  • Starting with a primitive
  • Editing the model
  • Shaping the body
  • Separating the lid
  • Finishing the body
  • Placing metal rings
  • Finalizing the lid
  • Automating with modifiers
  • Summary
  • Further reading
  • Chapter 2: Building Materials and Shaders
  • Technical requirements
  • Introducing materials
  • Creating materials
  • Assigning materials
  • Discovering shaders
  • Summary
  • Further reading
  • Chapter 3: Adding and Creating Textures
  • Technical requirements
  • Understanding UVs and texture coordinates
  • Using the UV Editor
  • Importing and applying a texture
  • Creating textures procedurally
  • Noise Texture
  • Bump
  • Emission
  • ColorRamp
  • Principled BSDF
  • Mix Shader
  • Exporting your textures
  • Changing the rendering engine
  • Baking a texture File
  • Summary
  • Further reading
  • Chapter 4: Adjusting Cameras and Lights
  • Technical requirements
  • Rendering a scene
  • Understanding light types
  • Types of light
  • Basic properties of light
  • Specific properties of each light type
  • Wrapping up
  • Introducing MatCap and Ambient Occlusion
  • MatCap
  • Ambient Occlusion
  • Summary
  • Further reading
  • Chapter 5: Setting Up Animation and Rigging
  • Technical requirements
  • Where to build animations
  • Animating in Godot Engine
  • Animating in Blender
  • Wrapping up
  • Understanding the readiness of models
  • Topology and rigging
  • Grabbing
  • Creating animations
  • Rigging
  • Animating
  • Getting animations ready for Godot
  • Summary
  • Further reading
  • Part 2: Asset Management
  • Chapter 6: Exporting Blender Assets
  • Technical requirements
  • Getting ready to export
  • Deciding what to do with n-gons
  • Setting origin points
  • Applying rotation and scale
  • Naming things properly
  • Wrapping up
  • Exploring glTF and other export formats
  • Comparing gITF with other formats
  • Introducing glTF
  • Deciding what to export
  • Include
  • Transform
  • Geometry
  • Animation
  • Creating presets
  • Summary
  • Further reading
  • Chapter 7: Importing Blender Assets into Godot
  • Technical requirements
  • Making a scene!
  • Going between Blender and Godot
  • Deciding what to do with materials
  • Labeling Blender materials by purpose
  • Labeling Blender materials by color
  • Importing your models into separate folders
  • Using a staging area in Godot
  • Wrapping up
  • Importing animations
  • MeshInstance and Skeleton
  • AnimationPlayer
  • Separating actions
  • Summary
  • Further reading
  • Chapter 8: Adding Sound Assets
  • Technical requirements
  • Learning about different sound formats
  • Introducing WAV
  • Introducing OGG