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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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Toc

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

Understanding the readiness of models

In Chapter 1, Creating Low-Poly Models, we started with primitive objects and altered their vertices, faces, and edges. During that process, we were concerned with how the model would look. As corny as it may sound, looks might be misleading sometimes. To be animated correctly, a model has to respect certain conventions other than how it looks. In other words, you’ve got to be sure whether your model is ready.

Topology and rigging

The readiness level of a model could be defined by the term topology, which sounds a bit technical. In layman’s terms, it’s the distribution and arrangement of the vertices, edges, and faces of a model that altogether mark how optimized the model is for animation.

Not all topologies are created equal. There are bad and good topologies. Let’s look at Figure 5.1 to get a better idea about what we mean by topology or distribution, particularly as being bad or good.

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