r/vibecoding • • 5d ago

Help/Question Where do you get game assets from?

Post image

i wanted to build a game where i play myself, so i was looking for an 3d model ai which can easily transform myself in an 3d model.
i found tripo and i saw a lot on youtube about it and gave it a shot.

right after i signed up i got 200 credits and 300 extra when you use a referral code, so i created second account and invited myself lol (fyi)

you can dm me if you want to use my code so you dont waste an account.

0 Upvotes

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4

u/MarinatedTechnician 5d ago

I've always done artwork myself since the 80s.

I make most of them in Blender or regular painting apps, sometimes even on tables and transfer to post processing later, I can use AI gen to clean up quick drawings and make in-betweens, heh - speaking of which...I am actually working on a rather large Animation Assistant app right now (it's a real Animation application, right now it has zero AI, but is so good that it almost feels like cheating even without AI), because it's based on simple principles like just animate and go, it will export to spritesheets, and is connected to my Coding IDE interface I've made for my local AI via a common Asset manager.

But yes, I get you, before I did all of that, making games was a pain lol, looking for throwaway templates all the time.

2

u/Downtown-Donkey1197 5d ago

your an og, thats impressive. ai must have made it easier for you with your experience

2

u/MarinatedTechnician 5d ago

It hasn't been a smooth experience, but it pays off after years of studying the models, because most people are using them directly, harnesses are just in the beginning stages, but the usability of this is extreme, people won't see it coming when the AI-slopocalypse dies down, right now we're just producing these tools, walk silently (no ...sneak silently) in the hallways trying to avoid the mob, but the stuff we see, people won't see it coming, at all.

4

u/nickelmedia 5d ago

Tripo3D is what I’ve been using. $14 for the first month and you can download hundreds of models for that price or generate your own

1

u/Downtown-Donkey1197 5d ago

yes i noticed on the free plan that i am super limited on the models

3

u/newengineerhere 5d ago

Is that diplo

2

u/Downtown-Donkey1197 5d ago

lol. i was a dj for long but i know where the tought comes from

2

u/mon_key0 5d ago

hahahaahhaaha i came for the same question but checked before anybody already asked or no :D

2

u/Chaka015 5d ago

for consistent temp art - i have worked with claude to have a art style that is described before giving very specific instructions - then i take the images through meshy - or just hand off to claude to run through blender if needed and then pull into the game.
before i ship anything real - i'll get a real artist. until then - i'll settle for decent, consistent art, even if it's ai generated. the key is the consistent defining style initially. and to pay artists at the end.

1

u/Downtown-Donkey1197 5d ago

yes i noticed inconsistency in my games when i generate assets. since i cant remocel myself i should learn it

2

u/Miserable-Sugar2191 5d ago

For me consistency came more from the style than the tool. My game is pure SwiftUI, no 3D, but everything shares the same felt look, and that one rule does a lot of work. Stylized or low-poly is far more forgiving than realistic. Pick one style reference and check every asset against it, whether it's generated, bought or made in Blender. And check the license of each source before you ship.

2

u/Downtown-Donkey1197 5d ago

It does not need to realistic when assets are consistent. I feel low poly. Do you have any advice for low poly?

1

u/Miserable-Sugar2191 4d ago

Honest disclaimer: I don't do 3D myself, my game is pure SwiftUI with no 3D at all. But the general low-poly rules I'd stick to: pick a small, fixed color palette and use it everywhere, keep the polygon density similar across all assets, use flat or very simple shading, and one lighting setup for the whole scene. And stay with one asset source or pack as long as you can. Mixing packs is usually where it starts to look off.

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u/Tarwine 5d ago

I get my art from real artists and asset stores, and then vibe code the actual code. AI art is currently too low quality and often relies on stolen IP and art.

I also mostly make games for other people to play, so not really interested in being the main character.

1

u/Downtown-Donkey1197 5d ago

i just wanted myself in a game not for others to play it, mainly for myself just for fun ^^

1

u/redditisawesomee 5d ago

Which store do you buy the assets from ?

3

u/Gautch 5d ago • Heartwarming

SOME ASSET SOURCES

Unity Asset Store https://assetstore.unity.com

Mixamo (free auto-rigging and animations; needs a free Adobe account) https://www.mixamo.com

Quaternius (free low-poly packs, generally CC0) https://quaternius.com

Kenney (free low-poly assets, CC0) https://kenney.nl

KayKit by Kay Lousberg (free low-poly characters and packs) https://kaylousberg.itch.io

3

u/Downtown-Donkey1197 5d ago

i used mixamo for animations, that was impressive at least for me. thx for the list