I make 3d models for games. In fact, I make 3d models for the game in the OP at MartianCraft. There's a vibrant community of game and 3d artists supporting eachother, giving out free assets, free help, free advice, tutorials ETC. I take issue with your broad assertion that artists don't support free culture.
When it comes to assets, it's tough to put together a library of free, or even purchased ones, because the style, poly count, texture resolution, texture mood, art direction ETC just won't be consistent across assets. We even purchased a couple of low-priority models and found that it took more time to fix them and bring them up to MartianCraft standards than it would have taken for us to design, re-topologize and texture assets ourselves.
Furthermore, almost everything needs to be designed and and built for specific layouts and proportions. If that pillar is a little too tall or not tall enough, you can't just scale it up as it will stretch the textures and look terrible. Things you can see and judge with your eyes are more difficult to piece together from disparate/inconsistent parts than invisible code.
Thanks for the detailed writeup of your experiences. What would you say would be different for a hobbyiest just learning 3D game development? Would free assets be more viable if you don't need a professional, polished look? Could you still get a playable game?
Ehhh, it's tough. What happens when you need a vertex moved or a poly count reduced? Visual assets really impact game performance in a way that requires bespoke work on almost everything. It doesnt help that the number of free game-ready assets out there is basically 0
When it comes to assets, it's tough to put together a library of free, or even purchased ones, because the style, poly count, texture resolution, texture mood, art direction ETC just won't be consistent across assets. We even purchased a couple of low-priority models and found that it took more time to fix them and bring them up to MartianCraft standards than it would have taken for us to design, re-topologize and texture assets ourselves.
Furthermore, almost everything needs to be designed and and built for specific layouts and proportions. If that pillar is a little too tall or not tall enough, you can't just scale it up as it will stretch the textures and look terrible. Things you can see and judge with your eyes are more difficult to piece together from disparate/inconsistent parts than invisible code.