Flipping Assets | Making Game Art When You Don't Know How

Sdílet
Vložit
  • čas přidán 22. 07. 2024
  • Can you ethically flip assets? I am going to show you how. You can find public domain assets, and stylize them to your own style.
    Nature Kit: kenney.nl/assets/nature-kit
    Colormind: colormind.io/
    Asset Repositories:
    opengameart.org/
    www.turbosquid.com/
    www.blendswap.com/
    www.cgtrader.com/
    www.mixamo.com/
    assetstore.unity.com/
    www.unrealengine.com/marketpl...
    kenney.nl/
    Chapters:
    00:00 - Intro
    00:28 - Finding Assets
    00:44 - Asset Licensing and Public Domain
    01:24 - Importing
    01:41 - Building the Scene
    02:37 - Extra Stylizing Tips
    03:18 - Outro/Series Notes
    Music:
    High Alert - Tom Spander
    Follow Links:
    Castle Wars Mailing List: www.nerdherd.network/castle-w...
    Instagram: / weekie_nhn
    TikTok: / weekienhn
    Twitch: / weekienhn
    Patreon: patreon.com/Weekie
    Discord Server: / discord
    Twitter: / weekie_nhn
  • Hry

Komentáře • 36

  • @SaberknightX
    @SaberknightX Před 7 dny +3

    The algo brought me here because I am trying to learn how to draw in general. I also have a history with programming which I think helped.
    Good luck man! It's cool to see others take their own journey in new things.

    • @weekie
      @weekie  Před dnem +1

      Glad to have you here! Hope you enjoy your stay

  • @StarDragonNova
    @StarDragonNova Před 16 dny +9

    Even if just covering the basics, this was still very insightful. Especially covering potential concerns with the websites, hadn't thought about that.

    • @weekie
      @weekie  Před 16 dny +1

      Yeah I wish it was easier to check if someone actually owned the license to the assets they uploaded. Unfortunately I think the burden of checking is on the original artist to scour and find people reloading their assets.

  • @adamp3988
    @adamp3988 Před 14 dny +8

    Woo! Congratulations on getting the first video of the series up! And on graduating!
    Kenney's assets are also great to study! I'd recommend slapping one from his vehicles set next to the default cube in Blender, and trying to "replicate" it with your own style!
    2:45 --- if you want to make your textures look even *more* PS1-esque, you can also posterize them after scaling them to ~6-8 steps. While it's not "accurate" to the PS1 palette, it will definitely help convey that old school limited-color depth!
    3:10 --- Another one of those tiny yet potentially highly beneficial "hurdles" I mentioned on the last video: when you're trying to make a darker shade of a color, *also* move a little toward a "cooler" color. Do the opposite if you're trying to make the color lighter; that is, move toward a "warmer" color! So, for instance, your green grass might actually become more of a cyan or blue at night! And if you do highlights, they might actually trend more toward yellow! Reds become purple-ish in darkness, or orange in direct light, etc. Also, mid-tones tend to be your most "saturated" with darker and lighter shades becoming *less* saturated.
    There's obviously more to color theory, but I guarantee that following that as a "rule of thumb" can help tremendously!

    • @weekie
      @weekie  Před 13 dny +4

      Thank you so much!
      I will definitely be trying the Vehicle replication idea soon. Either just to become a bit more proficient in modelling, or for that low-poly episode.
      I’ve never heard of posterizing an image! I will be trying it out I wonder if our brains can subconsciously tell if an image has more color depth and if that blocks some of that nostalgia feeling
      On the lighter->warmer, darker->cooler note: I love this. I never thought about any of that but it all makes so much sense. I am going to spend some time and alter the colors in the scene a bit when I get chance and I’ll report back.
      Thanks for sticking around and giving advice. It's all wonderful. I look forward to it in the future

  • @MatrixQ
    @MatrixQ Před 13 dny +5

    I can only encourage anyone to try low poly modelling in Blender. It seriously isn't difficult, and it's so much cooler to have your own assets. There's no "I'm not artistic" here, either. Look at the logs in that Kenney pack. They're elongated hexagons. Anyone can do that. And if you're unsure how to do something, look into these packs and analyse how they're done.

    • @weekie
      @weekie  Před 12 dny +4

      I mentioned that I'm working on a Low Poly episode of this series, and I think you'll be pretty happy with how it pans out :)

  • @topminator2991
    @topminator2991 Před 16 dny +3

    3:12 phew! for a second i thought i had to start learning colors! have a like for that!

    • @weekie
      @weekie  Před 16 dny

      Lmaoooo nah we take the easy way here

  • @TheGonzaDev
    @TheGonzaDev Před 16 dny +4

    I literally saw this video while playing with the material of a stolen asset LOL

  • @0memega
    @0memega Před 13 dny +2

    Great video, you listed some art and resource sites I didn't even know of.

    • @weekie
      @weekie  Před 13 dny

      Thank you! Glad to point you to some new places

    • @0memega
      @0memega Před 12 dny

      @@weekie Also, another resource for good colors would be Lospec. I sometimes use it for pixel art because of the sheer breadth of palettes they offer.

  • @leogcavalli
    @leogcavalli Před 11 dny

    Good shit keep it up I want MOAR

    • @weekie
      @weekie  Před 8 dny +1

      Working on it!! Hopefully this week

  • @REAVER_Game
    @REAVER_Game Před 16 dny +1

    nice

  • @Blankosphere
    @Blankosphere Před 7 dny

    w banger :3

  • @kiwifrogg
    @kiwifrogg Před 11 dny +3

    Using brought or free assets is not asset flipping, that is just using assets and we have to stop the stigma that using brought assets is wrong. Why reinvent the wheel as a indi if you can buy trees etc then do so, you can also kit bash using brought assets. Flipping assets is creating a crappy game with a set of assets then changing out the assets only and then release the same game again over and over.

  • @Stemaa1
    @Stemaa1 Před 13 dny +1

    I think the title might be a little misleading. Had to think about it for like a solid minute straight to figure out it's not about changing a few things and selling the assets as your own, but to use them in a project yourself xP
    Forgot that people call games that are just asset packs mashed together are called "asset flips" x)

    • @weekie
      @weekie  Před 12 dny

      Yeah the title is mostly to grab people's attention. Unfortunately "How to legally license art assets" isn't as "clickable" as "Asset flips".

  • @pinnacle4616
    @pinnacle4616 Před 11 dny

    sweet!

  • @jonathan10007
    @jonathan10007 Před 13 dny +5

    Honestly, I think it’s worth it to learn how to make your own assets. It’s not a difficult feat if you decide to use something like blender; You just have to get over the learning curve

    • @weekie
      @weekie  Před 13 dny +1

      100%!!!! I decided to make this video first because I feel like it's the easy way out. I thought it would help some people who are looking at the mountain and trying to find a reason not to climb it. At least give some comfort knowing that others also feel discouraged at first. The whole series will cover my learning how to make assets.

  • @cameronmoore136
    @cameronmoore136 Před 8 dny

    Your profile picture is pretty cool.

  • @samamies88
    @samamies88 Před 14 dny

    Great video overall. Am not sure if term "asset flip" is correct in this context. I get that you picked it for its ease of use and attractiveness tho. When it comes to the term "asset flip" people often mean a game that barely has gameplay (often unitys fps / 3rd person shooter demo) where bare minimums have been replaced with cheap or free (or stolen) assets. The name refers to the "dev" just replacing the grayboxes (from the demo) into something that may look nicer... thus... "flipping" the "asset". Not every game that is made completely from existing assets is an "asset flip". For example i believe Phasmophobia is either 90%+ or even 100% just assets bought from stores. But the gameplay is the core feature - the art just supports it (and unlike many asset flip games, in phasmo every single piece feels like it belongs to the game - the cheap asset flip games often have multiple "how does this thing belong here" moments). I think i learned something about how to use assets so thank you!

    • @weekie
      @weekie  Před 13 dny +1

      Lol I mostly used the term to get attention on the video.
      I absolutely agree, an “asset flip” is usually a derogatory term, and so, so many games use assets that we’re created explicitly for that project. If I had more time I’d add a section in the video on some examples of assets used in games that can be found in the asset store, but in games that aren’t “asset flips”. It’s not even limited to models. I know sound effects, icons, and tiled/terrain textures are very commonly just imported and somewhat stylized from other projects. As long as if fits the game you' never know≥
      Thanks for taking the time to comment this (The Phasmophobia stuff is very interesting), and I’m glad you enjoyed the video!

  • @misha00838
    @misha00838 Před 9 dny

    make a video pls explaining how to make games with 4.0 licenced models

    • @weekie
      @weekie  Před 8 dny

      Like how to properly attribute credit? I can probably do that

    • @misha00838
      @misha00838 Před 8 dny

      @@weekie Yes please. Especially making credits in video game

    • @weekie
      @weekie  Před 7 dny

      I’ll see what I can do!!

    • @misha00838
      @misha00838 Před 7 dny

      @@weekie thank you)

  • @SimonSlav-GameMakingJourney

    How dare you support artists by licensing their work, SHAME ON YOU!

  • @nangld
    @nangld Před 14 dny

    Why not use an AI model, which can produce art in a consistent style?

    • @weekie
      @weekie  Před 13 dny +2

      Honestly, I find generating art takes a lot of the fun out of it, there's much less of a sense of progression and growth as a creator/developer. I also just don't really like the AI art I've seen thus far.