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this post was submitted on 06 Oct 2024
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Itch and Kenney have good ones:
https://itch.io/game-assets/free
https://kenney.nl/assets (all CC0)
Synty also has a nice placeholder pack for $7. The post-it notes are kind of adorable:
https://syntystore.com/products/polygon-prototype-pack
I don't think most of these are made for Godot, so you may have to mess around with import settings or set up tilesets/materials yourself
nice! it seems like Kenney’s a pretty popular choice for this kind of thing. I’m kinda tempted to grab their Asset Forge tool to quickly bang out some lo-fi semi-custom models, but I don’t know how its workflow looks for animations and materials. in the worst case, maybe it’ll save me from half of the spiral learning curve that is Blender?
the synty pack looks really good! at a glance it seems like their assets come rigged for Unity — maybe there’s a converter that’ll allow me to convert that rigging into the format Godot’s animation system wants
was curious and threw some search queries at the internet. looks like there are a couple of convertor tools out there, although I obvies can't comment on relative merits worth a damn without spending some time staring at innards and docs/usage
I don't know how materials work in Asset Forge, but they have a guide on their site for exporting models to animate with Mixamo: https://kenney.nl/knowledge-base/asset-forge/rigging-a-character-using-mixamo. You could also animate things like moving platforms or doors in-engine with an AnimationPlayer.
Speaking of Asset Forge, Kenny Shape is a similar thing for quickly throwing assets together. It has a really fast 2D workflow for creating 3D models that reminds me of Doom mapping a little bit. For lo-fi levels, you might also like Crocotile 3D or the combo of TrenchBroom + Qodot. Crocotile is great for repurposing 2D pixel art tilesets from itch or OpenGameArt into 3D assets, and Trenchbroom/Qodot is a more fully featured level editor I've seen people work crazy fast in.
oh that’s awesome! I was wondering how I’d do fairly large levels for a 3D space, and it turns out the answer is that neither quake-style mapping nor competent tiling systems will ever go out of fashion