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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

Building Materials and Shaders

According to Wikipedia, a material is a substance, or a mixture of substances, that constitutes an object. This definition for real-life objects also stands true for the models you create electronically with some extra technical details. Let’s look at the definition of a material in our context.

In Blender, materials are essentially containers that hold a bunch of numbers, colors, and textures, besides other useful stuff, and most importantly the shader itself. A shader is a piece of code that tells the rendering engine, either Blender’s or Godot Engine’s, what to do with a material’s properties.

In essence, a material is like a box full of little items, and it comes with a user manual (the shader) so that the software you work with knows what to do with those little items.

You now know the raw definition of what materials and shaders are, but what are they used for? The barrel you created in the previous chapter had...

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