Another question is what are the technical requirements of your games? Here are the requirements for games from the turbosquid:
:
By filtering your search for Real-Time models, you’ll limit the results displayed to models that currently adhere to the following broad set of rules:
Include an .FBX and/or .OBJ/.MTL file format or have been submitted as native Unity or Unreal files Polygon count of no more than 100K polygons (200K triangles) Fully unwrapped UVs are required (they can be overlapping or not) Image maps must in .bmp, .png, .dds, .tga, .tif, or .jpg format (.jpg allowed, but not recommended) Image texture map dimensions must be powers of two (i.e. 256, 1024, 2048, 4096) Exported baked texture maps including: Required: Diffuse map (no lighting or AO baked in) Required: Normal map Optional: Spec / Gloss PBR maps Optional: Metal / Rough PBR maps Optional: Ambient Occlusion map Optional: Curvature / Cavity map Optional: Height map h Optional: Emissive map Optional: Material ID map There are currently no conventions for rigged or animated real-time models, and only those artists who are submitting native Unity or Unreal files that include animation are accepted at present.
While this is currently a very wide specification, TurboSquid is refining each point actively. As more precise needs are defined (like full PBR materials), we’ll update the information here to reflect the current state of the real-time industries and the Real-Time search results will also be updated.
for gideros how much do you need the most polygons ?? 500 polygons? 15 000 polygons?
if I switched to 3D, I'd try hypercasual games with hypercasual 3d-models or maybe 'Voxels'
I suspect it's pretty expensive to create 3D game with realistic graphics and effects (or maybe not) Ready-made models in asset stores look appealing to newbies, but probably it's like with 2D assets - they are 99% useless.
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
A native support for voxels would be really cool though For those who are interested check magikavoxel to "draw" them. Are you sure it's only render? This should make them lighter to handle than real 3d.
Comments
Here are the requirements for games from the turbosquid:
:
Include an .FBX and/or .OBJ/.MTL file format or have been submitted as native Unity or Unreal files
Polygon count of no more than 100K polygons (200K triangles)
Fully unwrapped UVs are required (they can be overlapping or not)
Image maps must in .bmp, .png, .dds, .tga, .tif, or .jpg format (.jpg allowed, but not recommended)
Image texture map dimensions must be powers of two (i.e. 256, 1024, 2048, 4096)
Exported baked texture maps including:
Required: Diffuse map (no lighting or AO baked in)
Required: Normal map
Optional: Spec / Gloss PBR maps
Optional: Metal / Rough PBR maps
Optional: Ambient Occlusion map
Optional: Curvature / Cavity map
Optional: Height map h
Optional: Emissive map
Optional: Material ID map
There are currently no conventions for rigged or animated real-time models, and only those artists who are submitting native Unity or Unreal files that include animation are accepted at present.
While this is currently a very wide specification, TurboSquid is refining each point actively. As more precise needs are defined (like full PBR materials), we’ll update the information here to reflect the current state of the real-time industries and the Real-Time search results will also be updated.
for gideros how much do you need the most polygons ?? 500 polygons? 15 000 polygons?
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
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or maybe 'Voxels'
I suspect it's pretty expensive to create 3D game with realistic graphics and effects (or maybe not)
Ready-made models in asset stores look appealing to newbies, but probably it's like with 2D assets - they are 99% useless.
I really like Voxels, they are cute
Likes: MoKaLux
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
I painted and in the voxel, but used the voxel for 2d, in the game sokoban
Likes: MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
https://deluxepixel.com
My question was about realtime 3d
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
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For those who are interested check magikavoxel to "draw" them.
Are you sure it's only render? This should make them lighter to handle than real 3d.
Likes: SinisterSoft
in realtime 3d games - use polygon 3d models, simulating voxel
here is my game that I drew in a magikavoxel
https://play.google.com/store/apps/details?id=info.simart.sokoban2018
but in the game I used a 2d renderer
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Likes: pie
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!