That s not entirely true , you may want to see what it would look like and big cube purple and black are not ideal for that.
Placeholder assets are generally better if they look out of place because then you don’t forget to replace them 😅
AI art generation is trained to be just good enough to fly under the rader if not looked at too closely…
felykiosa@sh.itjust.works 1 day ago
Venator@lemmy.nz 1 day ago
That’s what concept art is for.
felykiosa@sh.itjust.works 15 hours ago
You have a point but a concept art is different that put a placeholder model in a 3d environnement. It s in my opinion a good use of Ai as a tool to roughly make a 3d map and then change the assets with better one.
Venator@lemmy.nz 1 hour ago
Yeah it’s a new way of working and seems like it would be a good thing if society were differently constituted
stankmut@lemmy.world 2 days ago
It depends on what you are using placeholder assets for. If you want to use it to gauge how a scene would look before setting out to build it, then placeholders that stand out get in the way. You would need a way of tracking all the slop, but then you could have a build tool track how much slop is still in the game to make sure you catch it all before release.
PlzGivHugs@sh.itjust.works 2 days ago
Depends on the use case. If its just to be a piece to fill the spot and nothing else, yes. That said, assets impact tone and gameplay, and if you’re trying to judge how something will feel or play, then sometimes you need something closer to the given use case. For example, if you have a survival horror game and are trying to judge the ambiance and visibility of an in-progress level, using wildly out of place assets will mess with the tone, and may result in difficulty in judging factors like the visibility of gameplay elements. Like was said before, the same role as stock assets and programmer art.