This is just an idea, I can’t propose anything but wanted to put it out there.
Making a game is so much faster when you have a solid library of simple assets to draw from. With just a small amount relatively from the DAO, we could create a crazy number of basic assets that would speed up game development dramatically. Here’s the scenario I’m imagining:
We get $30k from the DAO as a starting point, and pay artists an average of $30 per asset (assuming they are simple enough to only take 2 hours to make, that’s roughly $15 an hour). We create 1000 assets, and then donate them to the “basic” category in the game maker so people making games have a real solid library to choose from. These would not be fancy assets, so game makers would still have to pay for things that look really good, but at the very least don’t have to pay for every individual thing they want to put in their game.
How do we feel about something like this? This seems like a cheap, huge win for making games on the platform, but am I missing something?
I like the idea but not everyone has the same needs and we often look for customization.
Do we know what people needs?
We maybe should create a list of assets & categories of assets.
What about assets related to the DAO and why not create an event, a kind of DAO exp Contest ?
A DAO game jam, where we would create experiences on the DAO theme.
This could encourage users to delve deeper into how the DAO works and have an educational effect.
This would have a showcase effect for the DAO.
I think it is a great idea and create content that is usable for everyone. It is a great idea. @DAO we can maybe check via Admin team what TSB is planning to do to not overlap with the assets type, themes… but I think in this area the more is better.
This is a different idea altogether (although related to this thread).
There is certainly credibility to this suggestion as well.
If you’re keen on pushing for this @sebga, maybe start a new SIP: Ideas thread? Tag some creators? Get an idea for a budget requirement, and more detailed ideas may emerge through public discourse.
A DAO Experience would be very cool to see in a future Alpha Season…
I’m happy to manage the execution of this SIP if someone else proposes it. That said if there are others willing and interested I’m happy to defer. i.e. Alex seems like a good candidate.
And good point on it being a SDGP thing instead of a SIP.
Yeah, as @DAO mentioned, we can see TSB is adding those basic assets. Although it’s not happening very fast, I think we don’t need to repeat what they’re doing for now.
What I think might benefit more creators is to “open source” those assets on the website or as templates.
Not many people know you can find the Sebastian avatar here and customize it yourself: Open Source Assets | The Sandbox Gitbook.
Also, the templates in VoxEdit haven’t really been updated in a while.
Oooh I love the idea of open source. When you say open source you mean basically a “template” for a lot of different asset types? (Which just means being able to download the .vox file to manipulate instead of having it in the game maker asset library)
I would be for this approach 6 months ago but I would be much more excited if it was a plugin or third party software utilizing prompt to 3d voxel usable in The Sandbox
Atm for some assets I tend to use meshy.ai and the voxel the asset afterwards, import it into voxedit and then done.
This pipeline has saved me hours of making assets. Sometimes i just play around and get something funky and nice looking.
So I like the direction of the solution,but would be better to build a tool that enables all users instead of doing an one-off collection
Sometimes a short video speaks more than 1000 words. Would you have maybe a short one where in few steps you show an example of what you have done?
I really like the idea of bringing tools like that to enable all people to create assets knowing that at the end it will never replaced the real creation skills that voxedit artist have.
I have seen @seb_sandbox discuss about AI tools and I am not sure how advance the thinking is in the development team about this.
1: image/text to 3d through meshy.ai
2: download the obj (includes the mesh and texture)
3: upload obj to the online(offline also available) voxelizer
4: download .vox file and import it in voxedit
5: resize/tweak and upload the new asset
Meshy.ai has an api and the voxelizer is opensource I think
I used a mix of 3d models and images to create this environment fairly fast. Alternative would been building each asset 1 by 1 and publish it next year or hire an agency for it.
In my experience it kind of sucks to use for small assets, but is really good for big ones. Do you have that same feeling or do you think it works well across the board?
Not sure how small of a object you are looking for. I tried with a spoon as example.
A. Meshy prompt to 3d : 2min
B: 3d to voxel: Instant
C: Voxedit cleaning/resizing: 1/5min
D: Publish to workplace: 1min
But for a novice building a small asset manually is also much easier, and for a more advanced user, the mesh cleanup vs building from scratch is also now a serious consideration.
so the AI asset building approach works in both directions imo