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Game Development with Blender and Godot

You're reading from   Game Development with Blender and Godot Leverage the combined power of Blender and Godot for building a point-and-click adventure game

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Product type Paperback
Published in Sep 2022
Publisher Packt
ISBN-13 9781801816021
Length 330 pages
Edition 1st Edition
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Author (1):
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Kumsal Obuz Kumsal Obuz
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Kumsal Obuz
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Table of Contents (20) Chapters Close

Preface 1. Part 1: 3D Assets with Blender
2. Chapter 1: Creating Low-Poly Models FREE CHAPTER 3. Chapter 2: Building Materials and Shaders 4. Chapter 3: Adding and Creating Textures 5. Chapter 4: Adjusting Cameras and Lights 6. Chapter 5: Setting Up Animation and Rigging 7. Part 2: Asset Management
8. Chapter 6: Exporting Blender Assets 9. Chapter 7: Importing Blender Assets into Godot 10. Chapter 8: Adding Sound Assets 11. Part 3: Clara’s Fortune – An Adventure Game
12. Chapter 9: Designing the Level 13. Chapter 10: Making Things Look Better with Lights and Shadows 14. Chapter 11: Creating the User Interface 15. Chapter 12: Interacting with the World through Camera and Character Controllers 16. Chapter 13: Finishing with Sound and Animation 17. Chapter 14: Conclusion 18. Index 19. Other Books You May Enjoy

Summary

We started this chapter by rendering a scene with and without a camera and lights. During this effort, we utilized Shader Editor, which was introduced in the previous chapter to change the background color, also known as ambient color.

Then, we looked at different light types and how each type can be used to simulate real-life cases. We did this using the Eevee rendering engine. Should you switch to the Cycles render engine, the lights will have additional and more advanced properties, but the concepts you learned about in this chapter will hold.

We also discussed the fact that your rendering concerns will be left for later when we tackle things in Godot. However, it’d be a much more pleasant experience if we could work with better-looking things. To that end, you were introduced to two different methods.

The first method is MatCap, which you can use to change the way models look, despite not turning on material previewing. The second method, Ambient Occlusion...

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