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Game Development with Blender and Godot

You're reading from  Game Development with Blender and Godot

Product type Book
Published in Sep 2022
Publisher Packt
ISBN-13 9781801816021
Pages 330 pages
Edition 1st Edition
Author (1):
Kumsal Obuz Kumsal Obuz
Profile icon Kumsal Obuz

Table of Contents (20) Chapters

Preface 1. Part 1: 3D Assets with Blender
2. Chapter 1: Creating Low-Poly Models 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 materials

As we mentioned in the introduction, materials are assigned to objects. However, you can’t assign materials to all objects. When you start up a new Blender file, it comes with a cube, a camera, and a light object. Only one of these objects has substance from Blender’s perspective, and that’s the cube. Let’s break this down a bit more to understand why it matters. Although a camera and a light source have physical properties and they occupy space in real life, this isn’t the case in Blender. They are conceptual objects.

A camera is a tool through which you see the world. So, you don’t get to see the visual properties of the camera itself. It doesn’t matter if the camera is painted red or blue. Similarly, a light source shines a bright or dim light, sometimes with a certain color, but it doesn’t take up space in a Blender scene. Therefore, if there is no substance, we can’t apply a material to these...

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