Game Development Reference
Assets that you find on the Internet were once created by somebody, and that
person owns the copyright. Don't ever sick assets into a game if you don't
know where they came from and have permission to use them. When creaing a
sample game for your porfolio, or tesing a game level with some sample assets,
using what you find on the Internet is unlikely to be a problem.
Everyone in the game industry has a specific job. In big games, their job might be just to do
lighing all day. That's all they do for the whole game. They also might model terrain assets
and nothing else. Even the texturing will be done by a colleague. Here we have a quandary. If
you are to realisically test out your skills as a game arist in a close-to-real life environment,
it will only happen if you are part of a team. There's no way someone would let you loose on
a whole level like I'm doing in this topic. To be honest, it's just too much work for one person.
The skill you really need to learn next is how to make use of someone else's assets. It just so
happens that it'll also noiceably speed up your own job! Everyone's a winner when we cheat
(in a good way).
Time for action - cleaning up a Google Warehouse model
Let's go and get a building from the 3D Warehouse and get it up to scratch so that it's worthy
of being included in our level.
Navigate to sketchup.google.com/3dwarehouse/.
Type in your search for the type of building you want.
Download the model and open it in SketchUp. Here is one I found: