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New Art Collections - (view more)
Blog
So apparently this was posted a month ago, and in all the craziness surrounding my new job, I completely missed it. Earlier this year, I gave a talk about OGA at the Libre Graphics Meeting in Montreal. For those of you who are interested, here's a video of it on youtube:
http://www.youtube.com/watch?v=BCopHeE6j2w&feature=youtu.be
Peace,
Bart
- bart's blog
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The Krita 2.4 beta is out, and I've been playing around with it for the last hour or so. I recommend giving it a try if you haven't already -- the brush settings are absolutely wonderful if you like making digital art. The usual beta caveats apply, though -- save your work frequently if you're planning on doing anything serious with it. :)
- bart's blog
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Hey folks.
We've had a couple of instances in the last few days where people have uploaded art they've found in "free resources" lists on the web and marked them as public domain. Please note that these resources are not public domain unless the author specifically states that they are.
In cases where the artist didn't clearly assign one of the existing licenses to their work, just ask them first. A lot of artists who release free resources are quite happy to put a license on them so that they can be included here on OGA.
Thanks!
Bart
- bart's blog
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Hey folks.
I saw this blog post and thought that it might be of interest. They're currently looking for a mascot for the KATE text editor, and I figured with the artists around here, maybe someone would be up for it.
Peace,
Bart
- bart's blog
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Hey folks. :)
Just wanted to let everyone know that I'm back from vacation, and I'm going to be jumping back into OGA 2.0 feature development, specifically art collections (which those of you who have been following the 2.0 development process know are central to the way 2.0 is going to work).
Thanks a lot to the admins for holding down the fort while I was gone!
Bart
- bart's blog
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Hey folks!
I'll be out of town on vacation until around the 9th of August. In the meantime, I leave the site in the capable hands of kurt, qubodup, and ceninan. Try not to crash the server while I'm gone. :)
Bart
- bart's blog
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Hey folks,
If you're reading this and you're an expert with the Drupal form API (or you know someone who is), I have a difficult question I need some help with. At the moment, coding on OGA2 is held up by this issue, so if I could get in touch with anyone who could help me out, I'd really appreciate it. Rather than retyping the question, here's a link to my post on the Drupal forums:
http://drupal.org/node/1225066
Thanks in advance!
Bart
- bart's blog
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Hey folks!
Just wanted to introduce everyone to the first OGA 2.0 feature: art collaboration!
You can now designate other artists to have edit access to your art. A the bottom of the left column of the art submission/editing form, you can enter a list of usernames of people who you'd like to be able to update your submission. If you already submitted some art and decide later that you want to collaborate with someone, don't worry -- you can add and remove collaborators at any time.
Please note that this feature is still very new, so if you run into any issues, let me know.
Peace out,
Bart
P.S. This week's Art Challenge is coincidentally about collaborating with other artists!
- bart's blog
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Don't worry about your medals. I'm currently working on making them work correctly, and any medals lost in the meantime will be restored.
Bart
Update: Medals should work now. If they don't, please let me know.
Also, we've got several new medals:
- "Popular", which you receive if people favorite your art.
- "Art Contributor", which you receive for your total number of art contributions.
- "Audio Contributor" has been split into Sound and Music categories.
- "Texture Contributor" for people who have contributed textures.
- "Document contributor" for people who have contributed documents.
- bart's blog
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I have zero 3d model-making skills but I do moderate content on OpenGameArt.org contributions and stalk Blendswap submissions, which allowed me to notice the following: Gradients are bad for previews. Just take a look:
Above is a png (lossless, 173K) render with gradient ("blend sky" in Blender terms) background.
Above is a jpg (lossy, 18K) render with gradient/blend. Do you see the disturbing artifacts?
Above are animations between part of the two gradient background images at +0, +10 and +20 contrast to make it easier to spot the difference.
The lossy jpg version has artifacts.
These are ugly and disturbing which can lead to the viewer disliking the viewed image. They might be hard to see on some screens but in many cases they will be subtley noticed. Note that "subtle" is especially dangerous, since the viewer does not know the reason for the discomfort while viewing the render and is likely to interpret it as not liking the 3D model.
Using png files for previews is not a solution, as their file size is about ten times larger than jpg files.
By not using a gradient (Blend Sky in Blender) in the background, the artifacts can be avoided.
Above is a png (lossless, 156K) render without gradient/blend in the background.
Above is a jpg (lossy, 16K) render without gradient/blend in the background.
Above are animations between part of the two no-gradient images at +0, +10 and +20 contrast to make it easier to spot the (lack of) difference.
Why does it help to not use a gradient? Because by reducing the complexity of the background, the amount of varying image data is reduced. This way the jpg compression algorithm has less image data to 'lose' while compressing the background of the image.
The image used in this post is a render of the "Tribal Long Sword" by Quandtum which you can use in your game under cc-by-sa, At time of writing, the model preview has a gradient in the background. This inspired me to write this hairsplitting, nitpicking post. :)
Did this post make you realize why you disliked some renders in the past? Or can't you see the artifacts at all? Do you happen to know of a gradient that does not create disturbing artifacts? Please let us know in the comments.
- qubodup's blog
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