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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

Deciding what to export

Not everything in your scene should be exported. For example, as mentioned previously, we will create the camera and light conditions for the game world inside Godot Engine. So, once that’s done, there is no need to keep a camera and light object in your Blender scene. However, they might be useful for you to take test renders to get a better feeling for your scene without constantly exporting your models to Godot. In this section, we’ll determine the better export candidates and how to use the export settings to facilitate that.

The export options are categorized, and we’ll go through some of the options where appropriate. We’ll do this by discussing how these options relate to the objects you have in your scene. Note that the export window is separate, so you don’t need to close it before you select your objects in the scene. You can go back and forth between these two windows during this effort.

Include

Although...

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