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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

Importing and applying a texture

When you've dragged the texture file into UV Editor, you have effectively imported it, but, in reality, the material for the cube doesn’t know how to use that texture yet. That being said, the material has all of the information it needs to map 3D vertices to 2D texture coordinates thanks to UV Editor. It just needs to be told which texture to apply to the cube.

To accomplish this, we’ll switch to a new workspace so we can connect textures with materials. Also, we’ll import another texture using a different method and assign it to the cube’s material to showcase how you can use the same UV information with different texture files.

Just like when you switched to the UV Editing workspace, it’s now time to switch to a different workspace for convenience. The sixth workspace, labeled as Shading, is the one you are looking for. We’ll do our work in the lower half of the new workspace, which looks like...

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