This is a more detailed means to control character passability, determining if the player can only walk up and down across a tile, or left and right, or a combination. PASSAGE (4 Dir): Clicking this, the tiles suddenly have 4 arrows (or dots) on each side. The 0 drawn on a tile means you can walk across it. PASSAGE: This is the most basic of the passability flags. I personally prefer Pyxel Edit, because it has a lot of advantages for tile creation, but aseprite and graphicsgale are also very good. You can start with plain old paint or Gimp or you can get yourself software that is specifically made for pixel art. There is a lot of software that you can use to make your own sprites. Now, when you make a new map or edit an existing one, you can choose this tileset configuration to be applied to it. You should also name/rename the tileset configuration to match the imported tileset for ease of use. Either way, either on the nwe one or on the one you want to replace, click under "tileset graphics" to select the set you just imported to be used. In this window you should click on "change maximum" to add an aditional tileset configuration or you choose one of the standart ones and replace it. This is where all the tilesets for the maps in your project are organized and adjusted (in terms of which tiles a player can walk through and such). Once you did that, you need to open the Database and open the "tilesets" tab. Now you can select tilesets you want to add from your hard drive. Click on "Tilesets" and then on the right on the "import" button. On the left there is a list of folders for the corresponding resource types. It should open the Materialbase window, from which you can manage and preview the ressources of your current project. Its a little to the left from the "Playtest" button. Open up RPG-Maker and look for the "Materials" Button. There's also ton of plugins (some free some not). Fusion 360 - I recently started using Fusion, it's bit counter intuitive for solidworks/onshape/creo users but on the other hand very similar, it is parametric but also have a mesh editing too so should be easier for organic stuff (e.g. onShape - web version of engineering tool made by one of the lead devs from solidworks, I used it very extensively as they had a decent free version and then stopped 'cause they changed a policy for free accounts so now I only maintain some projects I started there. openSCAD - you say you are programmer, try it!!! it is engineering tool, not sure how would I even approach modeling a human face with it, it's also not cheap SolidWorks + solidCAM - I use it for decades so can't really say if it's easy to use or not but I really believe anyone can learn to use the general modeling stuff in few days. for designing machines (printed parts for machines too) it was imo best tool, for "character modeling" and other "organic" modeling, dunno, it was not made for that so you could probbly do it but I doubt it would be the best tool engineering tool, they for a while had (and tool PTC company purchased before CREO, I forgot the name) free version for non-commercial use but when that was gone I stopped using it as it was too expensive. CREO ( ) - extremely easy to use, natural, perfect, lovely. since it's free and supposedly has very good support with all popular game engines like unity, unreal, source, might be best option for what you are looking for Blender - very powerful mesh modeling tool, not parametric (AFAIK!!! I'm not a poweruser, not even advanced user, maybe noob+ with blender), super steep learning curve, I seen stuff ppl make with it in a very short time and it's a "wow". I never used most of them so can't say nothing but it's a magic 5 most artists I know use when I'm talking about sculptors and artists popular "artists" pack is "Maya, blender, Houdini, ZBrush, Mudbox". ZBrush - all the artists I know use this one, for me it was too weird to use but my friends sculptors, painters etc. Soft Image XSI (before autodesk got them, no clue how good is now under autodesk) - very powerful for video, modeling is something between professional engineering tools and organic artistic tools, steeper learning curve then LightWave, super powerful plugins, some of the plugins cost more then my house. LightWave - exist for many decades, very good for mesh modeling, not a very big community, kinda dead, nice and easy learning curve I'll talk only about the SW I know and use, there are many more but I can't talk from personal experience so. Depends what you want to model and what amount of $$$ is not too much
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