What types of 3D assets do you often look for in your projects? Modular Assets I can custom at design-time and in real-time. 3D Organics, Mechanical Parts Kitbash Packs for Characters, Creatures, Plants, Vehicles, Weapons, Machines, Props.
Are there specific assets that you have always wanted to have but have never been able to find for free? Abstract stuff like this.
What assets do you find too expensive? Characters that offer no modular customization options. PS: I need more than just a material color change. I can easily do that myself.
Are there asset categories you feel are lacking or not adequately represented in the market? I would like to more 3D Organic, Mechanical Parts Kitbash Packs for Characters, Creatures, Plants, Vehicles, Weapons, Machines, Props. There are plenty of kitbash for environments and architecture, why not for entities like Characters? I want customization in my games. I also don’t want to use same exact “prime” asset someone else is using in their games. Modular Assets, Kitbashing gives me options.
However make big asset packs that are coherent. I love packs like “zombie apocalypse” from Synty studios, not because it is great pack (which it is), but because it is large coherent in style and i can make game based on it. And BIG bonus is that they keep adding other packs that are same style.
And i hate packs of 5-6 characters each from different game. Those are useless for making games.
So pick your poison, make several asset packs that all can fit into single game. Best would be if you made UI assets in same style, and maybe Characters (and avatar portraits of them for ui) (one can dream).
PS.
Quite important thing for quality of assets. Make UVs on all of them in same way, name all textures with same naming convention. For meshes always make pivot in same place (like front left side of grid), if meshes are from tileable set keep same grid size (worst is if some meshes are on 16,32,64 grid others on decimal). For sockets, use same names (got some weapon pack where muzzle had like 6 different names for socket, ans some sockets pointed forward some to the left etc).
^This^… Coherent packs… You can never have enough good solid environments on the marketplace imo - from all game genres or eras of history. Overall, environments are probably better for sales too (versus character packs or props or some of the other options maybe, which can be quite a bit riskier for sales ). However a few important caveats about environments… Always add proper collision / double-sided meshes / double-side materials as necessary. Here’s why…
Think about how buyers or end-users might actually use your asset packs. Ask, how could this be used in practice… As too many packs are overly self-contained / individual / fixed. When that happens, they’re often way too difficult to integrate into anything else without a whole lot of re-work for buyers.
For example… Creators too often assume that all packs will only be viewable from ground level (z=0). But when viewed from above or from the outside exterior or map limits, they totally break down (the illusion is 100% gone).
Which often ties in with creators over-optimizing packs to help inflate frame-rates. This isn’t helpful. Take packs from the free marketplace this month: Cambodia / Paris / Cave-Ruins. None of them work particularly well from any of the perspectives mentioned above (think top / exterior / outside map limits).
Ongoing marketplace issues… Think packs with bad collision, where creators cheat with doorways that can’t be entered by standard sized pawns and so on… Or modular packs that are anything but… Or modular packs that are way too modular (buildings with 1000’s & 1000’s of pieces - not always helpful especially when its just a ruin / deserted / rundown building not a palace or key location).
Counter-intuitive maybe, but it’d be nice to see packs that are shipped with per-poly / complex-as-simple collision enabled by default. Now that Fab is adding more options, open to seeing packs sold in multiple forms or sold with customization side-options, especially for environments that can be used in games with flight-sim mechanics PLUS ground action. Such as packs placed in valleys, that can be viewed from above but can played from above as well on ground level too…
There’s a lot of rubbish appearing in the sound effects area on the marketplace recently.
Soundmorph do the sounds for Hollywood stuff, but the soundbits is pretty good and not too expensive. With Soundmorph you often get finished sounds, then the parts they were made from, then also the raw samples they made those parts from. Total flexibility.
Feels lucky to even get a ‘thank you’ on here anymore. So cheers for that.
A little bit of kindness… So good luck on your game dev adventures dude.
BTW: Can only ever ‘aspire’ to be as as someone like @ClockworkOcean.
How many users even get HERO forum jail-house tats / paintwork anymore?
Unlikely to see that again, as Epic offer incentives to post here anymore.