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#ActualKoobazaur

Posted 05 March 2013 - 03:25 PM

Thanks for all the replies and links, I'm actually quite aware of most of these tools and have indeed dabbled with photoshop/GIMP as well as blender. But I'm not talking about "making art" vs. "programming", but rather, the availability of existing art vs. easily customizable engines/tools. As an artist, the tools almost let me make any game I want with virtually no coding at all (FPS, TPP, exploration, point and click, narrative, side-scroller, JRPG etc.) with any artstyle; but as programmer, the free art assets out there only allow for very narrow categories - 2D isometric medieval fantasy or 3D office space is basically all I can do.

Yes I could make art myself, but that's not the point of this thread, I wanted to focus on using what is already out there.

But so you guys don't call me lazy, I have dabbled with photoshops and blenders quite a bit. Have a look at this little scene from my game engine that is wholly made of my own "programmer art." But that's as far as I can get with my own skills - cartoony little models or neon-glowy abstract art. I just found that pretty... limiting? But I guess it's my own fault for preferring more realistic styles rather than abstract/pixel/cartoony :/

And the sheer amount of time required to model, uv unwrap and texture even a simple model vs. connecting a few kismet nodes in UDK...

#4Koobazaur

Posted 05 March 2013 - 03:24 PM

Thanks for all the replies and links, I'm actually quite aware of most of these tools and have indeed dabbled with photoshop/GIMP as well as blender. But I'm not talking about "making art" vs. "programming", but rather, the availability of existing art vs. minimum-coding-required engines/tools. As an artist, the tools almost let me make any game I want (FPS, TPP, exploration, point and click, narrative, side-scroller, JRPG etc.) with any artstyle; but as programmer, the free art assets out there only allow for very narrow categories - 2D isometric medieval fantasy or 3D office space is basically all I can do.

Yes I could make art myself, but that's not the point of this thread, I wanted to focus on using what is already out there.

But so you guys don't call me lazy, I have dabbled with photoshops and blenders quite a bit. Have a look at this little scene from my game engine that is wholly made of my own "programmer art." But that's as far as I can get with my own skills - cartoony little models or neon-glowy abstract art. I just found that pretty... limiting? But I guess it's my own fault for preferring more realistic styles rather than abstract/pixel/cartoony :/

And the sheer amount of time required to model, uv unwrap and texture even a simple model vs. connecting a few kismet nodes in UDK...

#3Koobazaur

Posted 05 March 2013 - 03:24 PM

Thanks for all the replies and links, I'm actually quite aware of most of these tools and have indeed dabbled with photoshop/GIMP as well as blender. But I'm not talking about "making art" vs. "programming", but rather, the availability of existing art vs. "pre-programmed" engines/tools. As an artist, the tools almost let me make any game I want (FPS, TPP, exploration, point and click, narrative, side-scroller, JRPG etc.) with any artstyle; but as programmer, the free art assets out there only allow for very narrow categories - 2D isometric medieval fantasy or 3D office space is basically all I can do.

Yes I could make art myself, but that's not the point of this thread, I wanted to focus on using what is already out there.

But so you guys don't call me lazy, I have dabbled with photoshops and blenders quite a bit. Have a look at this little scene from my game engine that is wholly made of my own "programmer art." But that's as far as I can get with my own skills - cartoony little models or neon-glowy abstract art. I just found that pretty... limiting? But I guess it's my own fault for preferring more realistic styles rather than abstract/pixel/cartoony :/

And the sheer amount of time required to model, uv unwrap and texture even a simple model vs. connecting a few kismet nodes in UDK...

#2Koobazaur

Posted 05 March 2013 - 03:23 PM

Thanks for all the replies and links, I'm actually quite aware of most of these tools and have indeed dabbled with photoshop/GIMP as well as blender. But I'm not talking about "making art" vs. "programming", but rather, the availability of existing art vs. "pre-programmed" engines/tools. As an artist, the tools almost let me make any game I want (FPS, TPP, exploration, point and click, narrative, side-scroller, JRPG etc.) with any artstyle; but as programmer, the free art assets out there only allow for very narrow categories - 2D isometric medieval fantasy or 3D office space is basically all I can do.

Yes I could make art myself, but that's not the point of this thread, I wanted to focus on using what is already out there.

But so you guys don't call me lazy, I have dabbled with photoshops and blenders quite a bit. Have a look at this little scene from my game engine that is wholly made of my own "programmer art." But that's as far as I can get with my own skills - cartoony little models or neon-glowy abstract art. I just found that pretty... limiting? But I guess it's my own fault for preferring more realistic styles rather than abstract/pixel/cartoony :/

#1Koobazaur

Posted 05 March 2013 - 03:21 PM

Thanks for all the replies and links, I'm actually quite aware of most of these tools and have indeed dabbled with photoshop/GIMP as well as blender. But I'm not talking about "making art" vs. "programming", but rather, the availability of existing art vs. "pre-programmed" engines/tools. As an artist, the tools almost let me make any game I want (FPS, TPP, exploration, point and click, narrative, side-scroller, JRPG etc.) with any artstyle; but as programmer, the free art assets out there only allow for very narrow categories - 2D isometric medieval fantasy or 3D office space is basically all I can do.

Yes I could make art myself, but that's not the point of this thread, I wanted to focus on using what is already out there.

But so you guys don't call me lazy, I have dabbled with photoshops and blenders quite a bit. Have a look at this little scene from my game engine that is wholly made of my own "programmer art." But that's as far as I can get with my own skills - cartoony little models or neon-glowy abstract art. I just found that pretty... limiting? But I guess it's my own fault for preferring more realistic styles rather than abstract/pixel/cartoony :/

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