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.
Other Authors: | |
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Format: | eBook |
Language: | Inglés |
Published: |
Birmingham :
Packt Publishing
2022.
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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