Understand how to utilize the 3D modeling software and an advanced game engine to create a seamless workflow between the two and produce dynamic games.
* Learn how to create, rig, and animate 3D low-poly models in Blender * Discover the 3D workflow of Godot Engine and understand how to enhance your models * Use modeling and game design skills to create a dynamic point-and-click game
Game Development with Godot and Blender is a comprehensive introduction for those who are new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, engaging games.
This book will start by focusing on what low-poly modeling actually is, before diving into using Blender to create, rig, and animate our models. We will also make sure that these assets are game-ready, making it easy for you to import them into Godot and use your assets effectively and efficiently. Then, in Godot, you will use the game engine to design scenes, work with light and shadows, and transform your 3D models into interactive, controllable assets.
By the end of the book, you will have a seamless workflow between Blender and Godot which is specifically geared towards game development and will have created a point-and-click adventure game following our instructions and guidance.
Beyond this point, you should be able to take these newly acquired skills and create your own 3D games from conception to completion!
Kumsal Obuz is a self-taught veteran web developer with more than 15 years of experience in two different countries, leading teams and projects of various sizes.
After several years of preparation, he started his own game studio, Viroid Games, in August 2020. He then launched a small puzzle-strategy game at the end of 2020 and is currently working on an ambitious farming simulation game.
He also enjoys mentoring, which runs in the family since both of his parents are teachers. In 2019, he founded and still organizes the Godot Toronto group on Discord.
In his spare time, he likes reading history (mostly medieval) and science-fiction.
A nice but brief introduction to Blender, followed by quite an in-depth tutorial on creating a game in Godot.
The book is written for Godot v3.4.4 and Blender v2.93, but as both have had a major release since this book was published, I decided to try with Godot v4.1.2 and Blender v3.5. I was waiting to hit a wall that meant I'd need to revert to the older versions but to my surprise it was never necessary; the Blender section required very little adjustment at all, and the Godot section mostly just needed some function/node names changing. I was normally just able to search "[old function mentioned in book] in Godot 4" and find what I needed, but there were some more major Godot revisions that required some deeper research - I'll put them at the end of this review in case other people reading this book in future find them useful, but they're obviously not the fault of the author as he makes it clear what versions are being used from the beginning.
My main gripe with the book is that I don't think it spent enough time in Blender. You start with an excellent tutorial for making a low-poly barrel, then you rig and animate a premade low-poly snake model, but then that's it. There are a lot of great low-poly models provided in order to continue with the Godot section of the book, so I would have preferred a few more examples/tutorials for making those myself, even if it came at the cost of reducing the scope of the game at the end.
If you're new to Godot and are interested in seeing the Blender to Godot workflow as you learn then I would recommend this book to you as the author does have a nice way of explaining things and the final chapters where you build a point-and-click game are quite a good introduction to the engine. However, if you're like me and you're already quite comfortable with Godot and are wanting to learn about 3D modelling for game development, I think there are probably more focussed resources out there.
Godot 3.4.4 vs 4.1.2 issues & workarounds Mesh Library Not all of the models I was adding to my scene were being exported to the Mesh Library as described in the book. The cause of this turned out to be that some of the .glb files provided by the author have duplicate names within their hierarchies (below the top level) and this causes conflicts resulting in MeshLibrary only exporting the first one and ignoring any other models that appear with that same name. Thankfully, the author also provided all the .blend files for these models, so you just need to go into them in Blender, rename them, then re-export for use in a Mesh Library which then worked perfectly.
Navigation System Godot's navigation system has been redesigned for v4 so the section on this in the book is mostly out of date in terms of the nodes/functions you'll need to use. The approach mentioned in the book is still useful though, so just combine the raycast method from the book with this video and it'll work.