Hello everyone, I'd like to know your opinion on the widespread use that many developers are making of Megascans (to name one example) and other paid or free asset packs in their one-person or small-team development projects.
It's not just once or twice or three times that I've recognized the same asset pack in different, completely unrelated video games. And honestly, recognizing the same assets in different titles gives me a feeling of a generic game, created in a rush or without real interest in it; games created just for the mere sake of trying to generate the maximum possible profit without investing time in it. And I believe that, precisely, the initial and "poetic" idea of indie games was to convey the opposite idea, to give a feeling of fresh air, originality, and differentiation, bold bets to stand out from the rest.
I don't want to be misunderstood; I don't want to demonize the use of third-party assets in an indie, personal project, or even in larger projects. It's fine to use them; I myself have sold assets. But it's not the same to use those assets straight out of the box as it is to edit them a bit so they adapt to our artistic style or our overall idea without losing the essence and level of quality we want to convey.
And I won't even get into the quality-zero assets generated by AI; that's a separate issue and I'm not going to address it in this post.
I look forward to your musings on the topic.
Cheers
Replies
Stock assets are however an incredible tool when used as such, they can give you a starting off point or fill in a gap in your skillset when needed, but it should be done sparingly
The project im working on now uses some stock flat maps and weapons that have been modified/reworked to fit in with the rest of my work, anything more than that and i dont really feel like it would be MY game
Personally I like asset packs that are not very unique and granular enough to add to my work; filagree, alphas. If I can't find something that works I'll just make my own tools, just like when I was a blacksmith many years ago. There's a lot of shoddy asset packs on the market that can slow you down or ruin your work, I just don't pay attention to those
At the end of the day, when youre working for a project, you arent beeing hired for your artistic vision 100% , sure it matters when making assets, but youre making someone else reality come to life.
Alone or as a team, this shortcut rarely goes somewhere sustainable in the long run, one pays to get assets faster in the beginning, but also learns close to nothing and doesn't develops the project's creative core, which will fuel artist's creativity with time and unite them into the same vision, because each one helped building it. Plus you're still stuck with a gap between what you want and what you can achieve (and that can become frustrating, what if suddently you need an asset that doesn't exist ? But can't start to ideate on how to make it...)
I'm only "okay" with that, personally, if the production budget is very tight and makes this decision vital for continuing the dev
and detailed it.
so then trrying to match a retopo version becomes really tricky or it's just a scan with terrible uv layout randdom seams and directions etc
I’ve never used free 3D assets in my projects, and I hope I never will. For me, the whole point of creating something is that it’s mine, my work, my vision, my identity.
The only exception I make is for textures, since that’s a skill I’m still developing.
Personally, I think using ready-made assets straight out of the box can feel a bit like taking a shortcut. When you do that, the scene stops being entirely your own, you’re essentially assembling someone else’s art.
That said, there’s definitely a gray area. If you take existing assets and modify them heavily, change the materials, reshape them, or integrate them in a way that fits your unique style, then they become part of your creative process rather than just a borrowed piece.
It’s all about identity, really. If your art doesn’t carry your own fingerprint, it loses that personal touch that makes it special.
And of course, you end up learning less that way. Instead of actually learning how to model, say, an old wooden chair, you just grab one for free, which is basically cheating yourself. You’re depriving yourself of the chance to grow and learn how to make it on your own.
Thing to keep in mind, Quixel assets and asset packs on various market places to make environment art and calling oneself environment artists wont get you the job, if you say you are set dressing artist or level artists / world builder then that is absolutely fine.
There is a range of quality on assets out there and yes it becomes a mess if you bring several asset packs and try to fit in your game universe but that is expected. In construction your raw materials like rebar, concrete usually comes from one or two local sources and what you build out of it is upto you, no one orders a new production of rebar and wait for it and lose production time.
(simplified the consturction thing, but hope it gets the message across)
Learning to model properly will always come in handy even with gen AI image to 3D since you will be well informed on correct topology and will know how to fix it, its same as photogrammetry scan clean up for now.