One of the annoying things of learning to make a game is learning to do more things. Thankfully I've chosen methods that I have confidence in so the game is a possibility and not just a concept floating in development limbo.
Actually, that's one of the reasons why I got started with Blender. I asked a friend what programming language they would recommend for game development and somewhere along learning it I thought I need to learn how make my own assets to test out the code.
Then I had too much fun with Blender, but it has taught me more about developing a digital space. I also have been studying models closely in games (Nintendo recent releases and low poly games, specifically) and try to imagine how the models were put together.
However I have to work within my current means. Which limits me to maker-engines like RPG Maker and utilizing pre-rendered graphics. It's not exactly like developing a game in Unity or Godot, but it's a start.
One of the hurdles I need to learn is how to make my own textures and normal maps for detail. I have been using the method of making a texture procedurally for some time, but a texture and normal map will be necessary for when I want control over the texture instead of letting Blender figure it out.
Before I continue, let me explain what "procedural" means in the context of Blender textures.
Literally it is just using the shading nodes that come default to Blender, and make the ideal texture by playing around with it until the best result is found. Fuckin' around and findin' out, basically.
For textures not procedural, there's a way to make custom normal maps through Blender, but I have access to some software years back that makes normal maps super-easy. It ain't perfect but it is a good start.
This will be necessary for textures like plants, complex structures and characters, because the procedural texture won't let me add specific details. And right now, I am basically making my own custom texture pack for projects.
Might give them away someday!