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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

Summary

Throughout this chapter, you learned how materials can be used to give objects a different look. To create materials, you used the Material panel as a workbench to prepare many materials at once, and later assign these materials to different objects.

Shaders are almost inseparable from materials, and you got a glimpse of how many options they come with. You also saw that you can pick different shaders for your materials. However, most of the time, Blender’s default shader, Principled BSDF, will be enough.

Using the default shader, you created a few materials that have different qualities, such as wood and steel. Furthermore, you discovered ways to create different-looking metal surfaces by utilizing metallic, specular, and roughness properties with varying intensities.

There is another topic that is usually covered alongside materials and shaders: textures. It was intentionally omitted, but it’ll be covered in the next chapter with an explanation of...

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