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Caernarfon_Castle....jpg

๐Ÿงต Please be patient. t.artlet

Anonymous No. 845576

Hello, anons. I'm a game dev and I'll be learning blender to create my own assets. I've been making programmer art so far, and you can imagine how great its going. I'd like to know rough estimates of long it would take me to learn and implement certain things so I can plan around it. And perhaps tips to save time.

I'm spending ~2-3 a day learning modelling. Doing donut-chan's 'how to learn blender in 4 weeks' to start off.

How long would it take me to create pic related, and how long to create it in 3d so the player can walk around the castle town.

What advice would you give to a newbie to reduce the time it take to develop assets, and save time on the project (stuff like putting a mask on certain characters or have them wear a cape etc)

Finally, what advice would you give to a newb to create visually appealing games? I'm completely new to this, I don't even know what questions I should be asking to get relevant info. An anon of /vg/ told me about color theory, and honestly it has been a great help. Got some stuff to do so I'll come and reply in a lil bit. ty

Anonymous No. 845577

>>845576
p.s. I'll be creating this in low poly or something less intense since my mac mini can only had so much.

Anonymous No. 845578

>>845576
>I'm a game dev
This is where it first gets hard. You need to optimize your meshes' polygon count so that it won't lag the game, texture baking and using normal maps are some good methods.

>so the player can walk the castle down
I'll just assume you're letting the player walk inside the castle itself, which requires you to have good knowledge of interior design.

>how long to create it in 3d
I'm estimating 4 months, assuming that you're a solo dev.

>An anon of /vg/ told me about color theory
Another one you should take into consideration is composition, where its basically putting game elements to make stunning visuals. Its nice to give the game awesome camera angles. But that would also require you to learn the skill of environment art.

Seeing how noob you are currently at 3d asset making, I honestly doubt you could speed up your asset-making process at this stage.

Anonymous No. 845579

>>845578
P.S.: So TLDR, this will be a long and painful process, so just buckle up and prepare to learn a lot of things and fail in a lot of things

Anonymous No. 845581

>>845578
Alot of good info for me to look into. Thanks alot anon.

>>845579
thanks fren. I already hate myself.

Anonymous No. 845589

>>845576
>game dev
For what? Have you even made a game before? Was it 2D? What engine did you use?
>how long it would take to learn
Depends on what you want to do. If you want to learn and do it fast, do low-poly, as in PS1/N64 type low poly. I assume you aren't thinking about actually publishing and selling it anyway and it should be enough to just practice.
>how to reduce time
If you're doing really low poly, it should be easy to copy a lot of meshes or just use planes and boxes for things like buildings and make the transparency like the spaces between the bricks on the top of the building with the texture alone.
>How to make a visually appealing game
Practice, skill, talent. Rome wasn't built in a day. You can't expect to make a AAA game in a month.

Anonymous No. 845616

>>845589
>Have you even made a game before? Was it 2d?
Yes.

This will be my first 3d game. I made a few low poly 'games' flipping assets to get familiar with 3d dev, nothing shippable. The art for the games we submitted to gamejams were created by others. I'm noob at this.

>What engine did you use?
Unity

>I assume you aren't thinking about actually publishing
I am planning to publish it anon. I chose low poly because I have a mac mini (m1) and I don't think it's capable of creating high poly stuff. Maybe mid poly, but my art style has to be a compromise between balancing what I want and how much time I can spend, so ended up with low poly.

Thanks for the tips anon. I know this'll take a while to get good at. I needed to get a rough idea of how much time it'll take to git gud so I can set a deadline and work towards it.

Anonymous No. 845623

>>845616
If you can program, you can earn enough money per hour so that you can afford to hire an artist to do art for you.
From an economic perspective, learning how to do 3D art yourself (for use in production) is a seriously stupid idea. You'll lose way too much time for something that you can buy relatively cheap compared to what you can earn per hour.
You'll need 6-12 months to get anywhere close to mediocre and years to get good actually and that is if you have the necessary intelligence, talent, motivation and spent enough time with it. Don't kid yourself, that means 16 hour workdays - 8 hours developing, 8 hours art.
If you want to pick it up as an hobby, go for it - learning it to being able to play a double role as an artist/game developer is playing a risky game that has no economical advantages (only more risks) and it won't make your game better artistically, but probably worse than outsourcing/ hiring artists/ buying art.
Doing a game as single developer is hard enough and less than 10% make it.
You have been warned.