Or where you need to make those convex and decimate them. you'd be surprised at how much rubbish is sold on the store.Īlso please take the time to add primitive colliders, not mesh colliders. no non-manifold geometry, lamina faces, coincident vertices etc. 3DForge even sells additional packs with alternative atlases so you can change the look of the same models. Initialy giving them away on his website he's about to launch a set of paid prefabs. 3DForge does an interesting thing by releasing what he calls 'Blueprints' which are essentially prefabs without the models. Things I look for are modularity but also a lot of prefabs to get me started. Stay in touch with your customers (Aquarius Max has a Discord for example) and offer to build those add-ons that people need, ideally at asset store prices (rather than at the real cost of a bespoke asset). As someone has mentioned, the danger is that you're left missing a crucial part which you can't then find or build yourself is an issue. The difficult part in creating and choosing an asset is that it needs to be distinctive enough to be worth buying but also needs ot be able to fit in with the rest of your game, and with any other assets you might buy. They were pretty much the first to bring out those kinds of assets and have a good balance between the big packs, and cheaper add-ons, and characters. Synty Studios whose assets you've linked, are definitely someone to learn from. I personally don't buy so called 'low poly' (flat faced) assets as I don't like the look but many do. As a hobbyist solo dev I don't have the time to make all the assets in my games, and I've bought a number of art packs over the years. I'm not sure how popular that approach might be, but I'd like it because it would let me prototype with your free stuff then commission more to suit my needs if the game makes it past the prototyping stage. I only have code plugins (and one shader) on the store so I have no idea how profitable art assets and packs can be, but if you're looking to make a profit it might be worth releasing a few free assets to showcase your skills and suggesting that people contact you directly to commission additional work to suit their needs. I'd definitely use that sort of thing for prototyping, but I wouldn't spend any money just for that. For example, that pack you linked doesn't appear to have a wizard character or desert environment, so if I wanted either of those in my game I'd either be dependant on that artist to make what I want or I'd be right back where I started needing to make the art myself (except now I need to reverse engineer someone else's style).
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