I've been a long time proponent and participants in open source, starting I think back when I added Unicode #fonts support for #POVRay. Got sucked into Multimedia and some #3DModeling and animation #GameArt for one of the earlier large publishers. I stepped up my #OpenSource game by becoming one of the core developers then board members for #Inkscape. Got sidelined a bit, but getting involved again.
I designed this character last night for the possible PSP game I want to make, question is, what do I make him do, he aint got no arms, so he could have a floating weapon, or he could just run around with his scarf, or the scarf are his arms, if you have ideas let me know! #gamedev#indiedev #solodev#pixelart#gameart
Let's say I have an artist who really likes modelling (and is quite good at it), but tends to get stymized at texturing. Not can't-do, just that isn't their favorite.
Hit with me aesthetics that are geometry-forward, that either minimize texturing, or favor broad-stroke texturing, or at least less focused texturing (so hard surfaces/generative akin to trimsheets or noise maps or auto-world-UV-texturing or etc)
It isn't that she do it or anything, I just feel strongly that you should build around what your team is best at and most enjoys, and I mean. There's no particular reason we gotta shove down the default path here!