3D Artist | 3D Animator

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Using kitbash.com asset packs

When I first started my game it quickly became known I’m going to need a lot of props for my project. What made this harder was the type of setting I chose, sci fi. My game isn’t set far off in the future. 20 - 30 years really so I could base things on modern designs I see today with a twist. This was around the time I had to get over my thoughts about using asset packs. It’s not cheating it’s smart. I can’t do every ounce of my game by myself. A friend mentioned about a site called kitbash.com. So I had a browse and to my fortune they had the secret lab pack that had most of what i needed. I also saw how many big studios use their asset packs for big production. Made me feel like an idiotic snob for not using asset libraries to my advantage sooner.

They sell complete asset packs based around a theme. Secret Lab were the type of assets I needed. It wasn’t all great. I had to go in and do a lot of poly count reduction on every useful asset. UV unwrap was'n’t right for my needs so that needed to be done. As my game isn’t photo realistic all textures where custom made in Substance Painter. Although I didn’t model all these assets from scratch I had a big part to play in getting it all ready for Godot Engine. So I still had a big say in the result for my own ego. I estimate that this asset pack alone saved me about 6-9 months of work. In the end it took me 2 months of solid work to get the assets i chose all prepped for my game.

Great tool for many artist to use in their projects. You can find them at www.kitbash.com

Marvin Willis