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NIMA VS SPINE2D VS SPRITER FREE
The Free alternatives will typically cost you more in training in my experience, both programmer (for plugins/APIs) and artist.Consider the investment of ZBrush, Max, PhotoShop at a bare minimum for 3D.all generally must be made a certain work to work with a particular engine Meshes, textures, materials, animations, etc.Not all 3D models are created equal, nor are all 3D engines.There is significantly more project-specific training required of both programmers and artists regarding the engine and supported features.You need animation blending, animation trees, etc.You need significantly more animations just for a basic 3D model to not look like crap.Character controllers (animation combinations and transitions).Physics is way easier, which does impact art and design requirements.
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Engine support to handle the assets exported is much more complicated.With 3D you need to do with a larger number of external tools/integrations.Programmer/designer time is significantly cut down in 2D.There are less things (like lighting) to have to handle.2D artists are cheaper on average, especially when accounting for skill level.Hence you need less people in the pipeline.The level of expertise is much less overall in 2D.More artists more directly correlates to more content.Maybe separate artists for characters vs environments.2D art for one character is typically all done by the same person.Usually separate teams for character vs environment art.Potentially a whole team just for VFX (particles and the like).3D has many parts, usually handled by separate specialized artists in bigger projects.Animations can be much simpler (few frames, no IK) but still look great in 2D.No need for multiple materials for normals/lighting/etc."just" draw the frames (or the skeletal pieces if using 2D skeletal animation) and the character is ready to drop in.Significantly less work is required in the 2D pipeline.However, knowing what to ask for is difficult by itself, which is yet one more reason to get yourself an art director.ĢD is cheaper much cheaper. Regarding costs, the skills associated with making 2D graphics are vastly different from those required for 3D, and there are no standards in pricings, so your best bet is probably to ask for estimates. Nevertheless, remember that you will need 2D assets regardless of whether your game is 2D or 3D, for the menus, GUI, web/box art among many others.Īlso, keeping all of the art consistent and interesting is a very complex task, which is why I recommend you to get a well rounded art director, or become one yourself. Graphical data for an action platform game is probably cheaper in 3D, while for a puzzle game it may be cheaper in 2D. However, this also greatly depends on the game you're making. In fact, I'd dare say that a very compelling reason why fully animated 2D games are not as common today as they were say, in the 90s, is that 2D is simply too expensive. Also, making changes, and creating variations of existing data is easier in 3D than it is in 2D. However, animating in 2D is increasingly more complex than in 3D as the amount of frames increases, because you have to make a complete new drawing for each frame, while in 3D you it is much simpler.
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Regarding 2D vs 3D, in fact, as Quacks says, creating a 3D model is much more complex than creating a 2D drawing, and therefore more expensive. Game art is a very deep field, so in my opinion you should find a well rounded artist partner to help you, instead of hiring people to do do specific jobs.