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

Understand how to use one of the most popular 3D modeling software and advanced game engines to create a seamless workflow between the two and produce dynamic games Key Features Learn how to create, rig, and animate 3D low-poly models in Blender Discover the 3D workflow of Godot Engine and understan...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Obuz, Kumsal
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, Limited, 2022.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • 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