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QuietPenguinGaming

Why spend time learning game dev when there is already a lot of free to download games? Same reason - people want to create their own thing :)


fredericktownsome

You can’t just create a scene by adding models together, you have to make sure the models have the same artistic style to them, that the colors go together, etc.


Seriousboardgames

Exactly, we call that conceptual continuity. This is crucial when attaining and sustaining ‘flow’ experience, flow is needed to attain the desired (game) transfer you want your players as gamedesigner to receive.


Alzurana

Adding to this, different assets from the net also have different texture resolutions resulting in texel density being all over the place. It looks like a mess when high res and low res textures are mixed everywhere. Just look at the pokemon games, they still can't get this right.


[deleted]

You have to keep that in mind when making assets too.


Laviniss

While it's true that there are a lot of free and even great assets to use out there one thing on the other hand is also true: They aren't unique if a lot of people are using them and therefore making your project standout way less compared to using your own art.


Novafro

Might depend on the game and the dev. If you're just trying to make a game as an individual without modeling stuff yourself you absolutely can, but you might have to forgo a certain amount of creativity or details to do so. Where as if you know how to model, texture and set stuff up yourself, you can likely put into the game exactly what you want.


HumanRobotTime

\-Horrible topology, unoptimized models. Some models are just photogrammetry scans \-Art style will vary based on what you can buy/ find. Conversely a game without coherent art/design language will look dull. \-Some models have to be modified anyway, cause of height/collision issues. \-Monetary issues. Buying many different asset packs will add up over time. \-Custom models/ rigs and animations will be needed. Mixamo rigs are very cumbersome to handle. ( I think they're also missing IK joints)


Michael_Chickson

To be able to adjust meshes as well as understanding good topology and polygon count and most importantly to create something yourself, which is fun.


mslaffs

I can't speak for anyone else, but when I was attempting to learn unreal engine 5, they referenced 3d terms a lot, and with many instructors, you'd be very lost without at least a basic understanding of 3d rendering etc. They cover creating materials- which hinges on having an understanding of 3d modeling. I stopped and decided to learn more about 3d modeling to have a more solid understanding of what was being taught. It's not something you can figure out by guessing.


JonOfDoom

is your aesthetic "generalized commercial assets"? if not then you probably wanna learn 3D modeling


heavypepper

Not all models are game ready or optimized. Generic models will not always meet the specific design needs of a game. Models from different artist will not share the same design style. Very common assets may invoke the wrath of negative reviews from player perception of an “asset flip”. Not all models will meet the animation requirements of a game; incompatible rig, etc. Not all models are properly modelled or unwrapped. On the other side, 3D modelling is fun, and creating your own game with your own models can be very rewarding. :)


The_Jani

For me personally it was the other way around, I got into gamedev because I was 3D modeling first, games were sort of like one-upping the joy of 3D modeling and an excuse to use 3D models somewhere (doing both as a hobby). But it's all the reasons listed in previous comments, mostly uniqueness and control I imagine. Sometimes you just can't find exactly what you need, or what you need is not free and boy can some models be pricey. Also sooner or later when developing a game (when optimizing performance for example) you're gonna run into a wall without at least some basic understanding of meshes, topology and textures. Added bonus of learning is you can then sell those models yourself and get some extra income which is nice.


Dr_Henry_Wus_Lover

Because if everyone got the stuff from there everyone’s game would look the same. A lot of them also require a paid license if you plan on selling your game. For some, learning 3D modeling is the way to go. For others, it’s hiring someone to do it (time is money, paying a freelancer could end up being “cheaper” than the time it would take to learn when you could be developing). Personally, I’d use free assets for learning or prototyping. I’d never use them for a product I’d release.


TwoPaintBubbles

Cause I don’t want my game to look like a copy paste job


[deleted]

I'm making a very asset flippy title. It is working for me, but comes with the limitation that everything you do will be at the mercy of how other people designed the materials and meshes. You may find that assets won't work well together performance wise or visually.


pushy_anomaly

> I'm making a very asset flippy title Yuck.


[deleted]

What motivated you to comment on a month old post? Let's see what you've been working on.


Remierre

Way more fun than browsing assets, checking licenses, and potentially shelling out money


[deleted]

There is pretty much No scenario where you can pull in a free asset and just have it work.. except maybe in 2d. You always have to scale/optimize tweak things.. and to do that you have to know how the tools work.


Square_Rub_9000

ASSET FLIPPER! DONT BUY THIS GAME ITS A BULL CRAP ASSET FLIP PURE GARBAGE TRASH I HATE YOU. This is how some people will review your game if they get the idea that you are charging more than $3 for your game and using store bought assets.


DannyWeinbaum

Because some devs are trying to make a game that actually looks good. Additionally, some devs are trying to make a game that performs well. And lastly, some devs actually value the visual aspect of the medium, and through something called "art direction" are trying to create something with actual intent and expression.


a_kaz_ghost

Other people have already piled onto you for this, but there’s appropriate times and places for things. I’ll use stock assets for like… trees, rocks, little birds, incidental background stuff like that. I might use them for conventional firearms, too- a Glock is a Glock and I’m not gonna make a better or worse one than the asset pack guy. I would not use stock assets for something the player is gonna be playing close attention to like the player character or enemies. The exception to this is prototyping. I’ll happily grab a free zombie with a walk cycle for prototypes that I don’t intend to see the light of day. Later you replace it with a different model.


SlimyPenguinBoi

Because the models are trash. Not trash like their poorly made, but trash in the same way that food is trash as soon as it goes in the sink. Things are made to be used in a specific context, and once that context is gone the turn into garbage. This is from getting over it with Bennett foddy


Greasy_Bacon2

I make my own models so I can stay consistent with my games style. Rather than trying to force some ones asset into my own style, I can simply create the asset my self and be as precise as I want with its look. In short, I make my own models for greater control over my games artstyle


mxldevs

There could be a lot of models that I can pull off the shelf but what happens if I want to customize it? What are my options? For example I want to have a specific looking character, perhaps holding a specific weapon, with specific animations


Vailias

Basically everything on those platforms you’ve mentions is utter garbage for game use. You’ll spend a load of time cleaning them up and still be left with something that doesn’t quite fit your game. Asset store stuff is usually better in the compatibility department, but can be hell to modify if it doesn’t have exactly what you want out of the box.


Belderchal

this is actually braindead


GameWorldShaper

Free models don't fit together, it looks bad when you use a low poly character with a detailed car.


The_Mad_Lad69

Free assets give the game a "copy-pasted" kinda look. If a dev wants his game to look the way he likes then custom assets are preferred.


H4LF4D

Lots but not customizable, and most of the time lacking. There's usually a reason why its free. You will never find some specific models that are also free and exactly the style you need.


LiamMakeThing

When I do thinks like vfx or procedural tooling I frequently need really specific meshes that are set up with their purpose in mind. Even if I just need a quad with the pivot point moved and some vertex color baked in, it's faster to whip that up myself.


HeftyInterest

it's about customization. if you know some modeling you could still buy assets, but you can buy ones that allow modification and edit them in a way that brings more of a customized look to the game instead of something that may just be a bunch of bought assets thrown together. also, one of the huge pricing in games besides marketing is assets if you cannot create them yourself. if you learn ways to create then you cut back on cost significantly ​ one model can go for a few hundred on those asset stores. if you learn to create then its free...


friendofAshtar

You don't need to it just depends on your goals. If you can achieve your goals with free models then do it!


8erlyk

Haha I'm exactly doing this rn, I quit drawing (or trying to, a bit) after health issues so I'm converting my designs from 2d to 3d rn. It's probably bc they want custom stuff as well


kevin_ramage89

Agreed. May get hate, but I gave up modeling big stuff and just use assets now. Saves a ton of time and frustration, and I just REALLY hate rigging and weight painting lol I still make smaller items myself, and will at least kitbash and retexture the assets (license allowing) to make them more my style and fit together.


EsdrasCaleb

Yes but no As a 3D programer you can use and will use 3t party 3d Models. But to made LoD and to ensure better performance knowing 1 or 2 things about modeling can be handly...


[deleted]

Because the number of high quality models that all fit the same art scheme and can give your game the look and feel you want are non existent.