Game Dev - Indie Art Advice
2 years ago
General
I heard some advice recently when it comes to making art for indie games. I want to give my thoughts on it.
First is that a single asset should never take more than an hour. As someone making a fixed camera horror game, the idea of modelling, texturing, rigging, and animating a main character in an hour is a bit silly.
The second is that you should have a small amount of textures you use for everything. Though the definition of a “small amount of textures” is vague and up to interpretation. I use Crocotile 3D, which uses a tile based modelling and texture system. I don’t know how well it would work to set up a single generic tileset and use that for almost everything. Might be worth a try.
I could even combine these challenges, as they complement each other. 1 hour or less per asset, made entirely (or almost entirely) with a single texture atlas/tileset. The question is what to make.
I’m tempted to return the horror fps idea I tried to make last year. That challenge involved using a limited palette. This time I’d create a texture atlas/tileset from stock textures and use that for basically everything. It would require more detail on the modelling side however. As before, my big stumbling block would be animations, and possibly music.
First is that a single asset should never take more than an hour. As someone making a fixed camera horror game, the idea of modelling, texturing, rigging, and animating a main character in an hour is a bit silly.
The second is that you should have a small amount of textures you use for everything. Though the definition of a “small amount of textures” is vague and up to interpretation. I use Crocotile 3D, which uses a tile based modelling and texture system. I don’t know how well it would work to set up a single generic tileset and use that for almost everything. Might be worth a try.
I could even combine these challenges, as they complement each other. 1 hour or less per asset, made entirely (or almost entirely) with a single texture atlas/tileset. The question is what to make.
I’m tempted to return the horror fps idea I tried to make last year. That challenge involved using a limited palette. This time I’d create a texture atlas/tileset from stock textures and use that for basically everything. It would require more detail on the modelling side however. As before, my big stumbling block would be animations, and possibly music.
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