it comes down to time saving imo. Why model the same tables, chairs etc, loosing production time that could be better used for other assets\optimization, when theres a pack that fits the art direction and is well made ? Why model the same rocks\cliffs you see everywhere from scratch ? If you have time\budget then go for it…
I get what you mean, I have two views on this, use packs or quixel assets in a way to create something new (kitbash, live boleans etc) and if you are using packs in games to save time / costs that is also ok given you are not claiming it as your own work. Thing to keep in mind, Quixel assets and asset packs on various…
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…
I dont like it. Theres an inherent cynicism that comes with a project made entirely of asset packs and tutorials that cheapens the art of game development. 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…
^That is why rating system and inputs matter or you get these.^ I once saw "packs", as a means to "edit", said packs "if allowed", and make these things your own for the TITLES they are added to, not to re-sell.. in a pack way.... Is that not a thing that happens? Even if its a new texture at the very least re-texture the…
To me it's more than losing your artistic voice : it's a tradeoff on your knowledge 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…