It doesn't really irk me, I even recognize animation packs that I myself have used... but some indie teams just don't have the capacity/bandwidth to alter content. If it all fits together nicely, then no biggie, it only becomes a problem when it's obvious.
Won't they just look like asset flips? I'm not talking from experience or whatever here, but I feel like art directors or whatever they call that kind of thing from studio to studio or team to team, are probably very fitting into that phrase about "if you do it right, they won't notice you did anything". If you don't have…
The main drawback of asset packs and material libraries is that they cover too small square area like 2x2 m and designed for tiny texel size. Those materials are just flat snapshots, no way to change details distribution or re-composite easily . Also you lose a way to do any conscious art selection what key things to show…
Really depends on what the end product is. Not every game using asset packs is a asset flip. The creator of Lost Souls Aside used asset packs to create a concept video, and the hype generated through that provided him with funding to build the game with more custom assets. The game on release got mixed reviews because of…