Open Game Art isn't the place for people who want to keep their game art secret or proprietary. I don't see why game design documents should be different. You would put it online because you're not afraid of being ripped off; you own the copyright and you choose the license you're comfortable with.
I'm releasing my game design documents under GFDL and CC-BY-SA 3.0.
I discovered OpenGameArt.org because someone asked permission to post some my CC-BY-SA work here. Asking became advertising.
Also it's nice to make sure the artist understands the effect of the license they chose. Though most of the time I get "well, of course you can reuse it" I still ask.
The large normal map would be a memory hit for sure, but I don't know about performance hit. I only included the large version in case someone wanted to hand-edit it or create another size.
750 polygons felt like "splurging" to me, but that's probably an okay poly count for current gen games. I didn't unwrap that higher poly one; if someone needs it unwrapped let me know.
Re: Anonymous
Open Game Art isn't the place for people who want to keep their game art secret or proprietary. I don't see why game design documents should be different. You would put it online because you're not afraid of being ripped off; you own the copyright and you choose the license you're comfortable with.
I'm releasing my game design documents under GFDL and CC-BY-SA 3.0.
I discovered OpenGameArt.org because someone asked permission to post some my CC-BY-SA work here. Asking became advertising.
Also it's nice to make sure the artist understands the effect of the license they chose. Though most of the time I get "well, of course you can reuse it" I still ask.
Maybe try <user>@livejournal.com instead of <user>.livejournal.com ?
Very helpful, thanks for posting
The large normal map would be a memory hit for sure, but I don't know about performance hit. I only included the large version in case someone wanted to hand-edit it or create another size.
750 polygons felt like "splurging" to me, but that's probably an okay poly count for current gen games. I didn't unwrap that higher poly one; if someone needs it unwrapped let me know.
My 3D model of this is done!
http://opengameart.org/content/skull-bastard-sword
Glad to see this being used! If you get the models working with your not-offset-bones fix, can you post them here at OGA?
The instrument choices are excellent here. I can't wait to use this in my game.
I'm making this in 3D!
Some people might be more willing to honestly critique art if they can do so anonymously. That's a valuable feature.
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