Not really.Schrompf, on 04 Mar 2013 - 04:29, said:
For non-artist programmers, creating a game was always easy.
There is more to making a game than implementing a few algorithms. There is a unity between programming, design, and art. Most people tend to get stuck at square one and screw around without making any progress.
Even a roguelike requires good design and a good personality.
Using random pieces of purchased stock art will also produce a disjointed, soulless, eyesore of a turd. Art is like a recipe. Just like food, if you throw random stuff into a bowl and mix it up, something foul is come out of it.
A good game manages to be greater than then sum of it's parts. Programmer-only produced stuff tends to be much less than the sum of it's parts. They create a delivery method with nothing to actually deliver.
People who don't do art tend to highly misunderstand it. Like it's some insanely difficult skill that is out of reach, and a fairy visits artists in the night to dump magical talent dust all over them. No different than the first time we all looked at C code and it looked like a giant mess of nonsense and random brackets. Soon enough it all makes sense.Quote
I was really surprised at what I managed to achieve with Blender and a tutorial showing how to box model and rig a character using blueprints.
It's a skill. You build it up by spending the time required to do a good job. Learn your shapes, color theory, proportions and composition rules, and you're half done. Also build up a good reference library to assemble mood boards to work from. Once you understand those you can start to make great looking art.
Most modeling and drawing is done with guides. It's not cheating, as some people think.
Most characters start out as posed stick figures, and then volume is added later: http://0.tqn.com/d/np/cartooning/9781593371456_0084_001.jpg
Most models are done on top of reference images.
http://www.creativecrash.com/tutorialimages/300/genshape_04.jpg
http://2.bp.blogspot.com/-ToUxG-guwm0/Tp7ZWGgw9UI/AAAAAAAAAFg/99oEpYYVM0s/s1600/FinishedMesh.jpg
http://24.media.tumblr.com/tumblr_lzthnksrCS1r9xxuwo1_1280.jpg
A lot of games with nice graphics have had characters which were nothing more than 12 cubes mapped to a simple skeleton, with texturing that make it look like the cubes weren't actually cubes. Just like 2D art, that model can be refined over time to create something extremely nice.
Everyone is capable of creating some nice art for their games IF THEY WANT TO PUT THE TIME IN. Which most don't. It's always about shortcuts, and algorithms that add rendering techniques that bring out the flaws in their work even more.
Nonsense.Quote
dunno about now, but last I checked the free 3D modeling apps situation was still lame, and in my case ended up mostly writing my own tools for my uses, but they turned out to not really be "good" either.
Blender is awesome. It's gotten so awesome since the 2.5 release that Autodesk (Max, Maya, SoftImage) has been in damage control mode at the recent CG trade shows. http://farm8.staticflickr.com/7032/6511671325_9d1bc358b6_z.jpg
All the old criticisms of Blender were valid before then. I hated it too, and used to call it Blunder. But that time is gone. They started a company that runs on donations, and they treat it like a commercial project, even doing big new feature releases every 2 months. They went and started projects (a 3D game, cgi movies, and a live action movie using blender for all the motion tracking, compositing and VFX). Every time there was something about the program that caused them problems or prevented progress, they fixed it.
The old interface is dead (yes, it SUCKED and didn't make sense prior to 2.5), and the new one is awesome and modern. It's 100% customizable layout wise. It's no longer all hotkey based and everything is easy to find with your mouse. If you can't find something, hit space and type it. There are radial style menus coming in the next release.
The modeler has been redone from scratch, and can now handle n-gons, and several other features it used to be missing. It's also extremely easy, and fun to use.
The UV editor is super easy to use, and one of the best available. It can do multiple channels, auto generate optimized lightmap layouts, and you can even go in and paint on your UV mapped model in real time. Very useful for fixing texture seams. It can also auto unwrap your model while you just choose where to place the seams.
Making skeletons, editing bones, and rigging characters has been refined to the point of being retardedly easy. Their are several options for rigging and weighing automatically that work extremely well, and they added the rigify plugin that makes it even easier and includes a pre-defined skeleton. You can even sketch a skeleton by free drawing in the 3D viewport and then having it turned into a set of bones automatically.
The animator can handle game style editing, where you build individual animations, and even build pose libraries. This was a problem you mentioned above, where you said programs could only do deal with whole scenes. I'm doing it as I type this.
Texture baking works extremely well. It can do normals, lighting, ambient occlusion, vertex colors (this is good for a base color layer on UV maps that you can later add detail to!)
It also does a bunch of other stuff outside the scope of making game content, so I won't mention it.
I just turned 31 and I have been fooling around with tools like these since I was about 10. That's about 21 years of modeling. I've gone through dozens of programs in that span of time. Blender has become so good that I uninstalled everything else and use Blender exclusively for all my graphics needs now.
I don't praise Blender because it's OSS or any other stupid religious reason. I say it as someone whose spent the last 20 years sitting in front of 3D editors, and put in thousands of hours. It's mature and high quality. It's so easy to use I honestly don't know what more anyone could want from it.
People who blame Blender for anything at this point are like people who blame Visual Studio for not being able to code. Both programs are mature and do their job extremely well, but they are only tools, and can't create for you!
Blender.orgQuote
But what of the other side of the coin? What if you're a non-artistic programmer instead?
BlenderCookie.com <-- watch all the videos
http://www.the-blueprints.com/ <-- insane blueprints collection. I wish I had this years ago
Google image search
On deviant art, people post templates and photo references by the gigabyte. eg: http://browse.deviantart.com/art/Free-3D-Model-Reference-Pack-F-Pose-1-126304205
That's everything you need to start pumping out art. Free, easy to use 3D editors, never ending free or cheap reference materials, etc.. didn't exist 10-15 years ago. There isn't such thing as someone who can't create art. Just people who don't want to put the time in.
This is no different from enabling tech like Unity3D. Unity does everything possible to help you and give you opportunity, but you still have to put the time in to learn how to create something.