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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English
ISBN
9781801812511, 1801812519
Notes
General Note
Description based upon print version of record.
General Note
Introducing MP3
Description
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 understand how to enhance your models Use modeling and game design skills to create a dynamic point-and-click game Book Description Game Development with Blender and Godot is a comprehensive introduction for those new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, and engaging games. This book will start by focusing on what low-poly modeling is, before showing you how to use Blender to create, rig, and animate your models. You will also polish these assets until they're game-ready, making it easy for you to import them into Godot and use them effectively and efficiently. Next, you will use the game engine to design scenes, work with light and shadows, and transform your 3D models into interactive, controllable assets. By the end of this book, you will have a seamless workflow between Blender and Godot which is specifically geared toward game development. Alongside, you'll also be building a point-and-click adventure game following the instructions and guidance in the book. Finishing this game will help you take these newly acquired skills and create your own 3D games from conception to completion. What you will learn Discover what low-poly modeling is and why it matters Understand how to use materials, shaders, and textures in your models Explore how to render and animate a scene in Blender Focus on how to export Blender assets and import them into Godot Use 3D low-poly models in Godot to create fun games Design a dynamic and easy-to-navigate game world Explore how to interact with the game via interfaces Understand how to export your game for Windows Who this book is for This book is for game developers who are looking to make the transition from 2D to 3D games. Readers should have a basic understanding of Godot, being able to navigate the UI, understand the inspector panel, create scenes, add scripts to game objects, and more. Previous experience with Blender is helpful but not required.
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O'Reilly,O'Reilly Online Learning: Academic/Public Library Edition
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Citations
APA Citation, 7th Edition (style guide)
Obuz, K. (2022). Game Development with Blender and Godot: Leverage the Combined Power of Blender and Godot for Building a Point-And-click Adventure Game . Packt Publishing, Limited.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Obuz, Kumsal. 2022. Game Development With Blender and Godot: Leverage the Combined Power of Blender and Godot for Building a Point-And-click Adventure Game. Packt Publishing, Limited.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Obuz, Kumsal. Game Development With Blender and Godot: Leverage the Combined Power of Blender and Godot for Building a Point-And-click Adventure Game Packt Publishing, Limited, 2022.
MLA Citation, 9th Edition (style guide)Obuz, Kumsal. Game Development With Blender and Godot: Leverage the Combined Power of Blender and Godot for Building a Point-And-click Adventure Game Packt Publishing, Limited, 2022.
Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.
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Grouped Work ID
04756138-b73b-d988-a324-9e74e1e41097-eng
Grouping Information
Grouped Work ID | 04756138-b73b-d988-a324-9e74e1e41097-eng |
---|---|
Full title | game development with blender and godot leverage the combined power of blender and godot for building a point and click adventure game |
Author | obuz kumsal |
Grouping Category | book |
Last Update | 2024-03-29 07:51:22AM |
Last Indexed | 2024-04-17 02:00:57AM |
Book Cover Information
Image Source | default |
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First Loaded | Apr 10, 2023 |
Last Used | Dec 22, 2023 |
Marc Record
First Detected | Mar 14, 2023 08:40:26 AM |
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Last File Modification Time | May 12, 2023 04:38:31 AM |
Suppressed | Record had no items |
MARC Record
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505 | 0 | |a 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 | |
505 | 8 | |a 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 | |
505 | 8 | |a 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 | |
505 | 8 | |a 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 | |
505 | 8 | |a 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 | |
520 | |a 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 understand how to enhance your models Use modeling and game design skills to create a dynamic point-and-click game Book Description Game Development with Blender and Godot is a comprehensive introduction for those new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, and engaging games. This book will start by focusing on what low-poly modeling is, before showing you how to use Blender to create, rig, and animate your models. You will also polish these assets until they're game-ready, making it easy for you to import them into Godot and use them effectively and efficiently. Next, you will use the game engine to design scenes, work with light and shadows, and transform your 3D models into interactive, controllable assets. By the end of this book, you will have a seamless workflow between Blender and Godot which is specifically geared toward game development. Alongside, you'll also be building a point-and-click adventure game following the instructions and guidance in the book. Finishing this game will help you take these newly acquired skills and create your own 3D games from conception to completion. What you will learn Discover what low-poly modeling is and why it matters Understand how to use materials, shaders, and textures in your models Explore how to render and animate a scene in Blender Focus on how to export Blender assets and import them into Godot Use 3D low-poly models in Godot to create fun games Design a dynamic and easy-to-navigate game world Explore how to interact with the game via interfaces Understand how to export your game for Windows Who this book is for This book is for game developers who are looking to make the transition from 2D to 3D games. Readers should have a basic understanding of Godot, being able to navigate the UI, understand the inspector panel, create scenes, add scripts to game objects, and more. Previous experience with Blender is helpful but not required. | ||
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