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Thanks so much for participating in last year's jam! Even if the project wasn't finished, I still like to think any time spent being creative is time well spent 🙂

The 3D models will be provided as FBX files, and for the models that have associated animations, they are contained within the FBX. 

The texture maps are provided in three layers: albedo (the basic color), metallic (how shiny certain faces are), and normal maps (how bumpy certain faces are). You can use these textures to create a PBR material in your game engine of choice. 

As for how to use the animations, that depends on which game engine you're using. Here's an example of how to work with FBX animations in Unity: 

Hope to see you again in this year's Imaginary Game Jam!

I’ll be using Godot. I believe there is some degree of support for FBX files but the recommended format is glTF with separate textures. Is that an option?

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I remember this came up last year, and one participant did come up with a solution:

"For some reason on Mac it will detect Godot FBX2GLTf2 as malicious lol. I approved it and works fine."

And they shared this video to help with the process of importing FBX files into Godot:



I would love to be able to make the asset pack as easy to use by as many engines as possible, but I can't commit to providing glTF format files for all the assets in the asset pack at this time.  I'll look into this again when we get closer to the start of the jam.