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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
Author Profile Icon Kumsal Obuz
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

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...

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