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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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Toc

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

This chapter started off with a discussion about which software (Blender versus Godot) would be suitable for animations. We exemplified different cases of animation and determined that Blender is the right choice for animating systems that have individually moving parts.

We then discussed the importance of good geometry, better known as topology, since not everything that looks good is good enough from an animation perspective. Once the system is in motion, the vertices, faces, and edges will act like a wrapper around a skeleton. If you know you’ll be animating your model, you might be careful in how you create the geometry better ahead of time.

Nevertheless, if such an early option is not always possible, to prevent tearing and creasing that might occur in certain areas of a model, we introduced the grab option. It can help you resolve problematic parts by moving them to a different location.

As soon as the distribution of vertices is in a favorable place,...

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