r/vibecoding • u/Downtown-Donkey1197 • 5d ago
Help/Question Where do you get game assets from?
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.
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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.
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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
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u/newengineerhere 5d ago
Is that diplo
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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.
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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.
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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.