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Re: Weekly Challenge: Treasure (due Aug 30th)
Sunday, August 29, 2010 - 14:30

A pile of gold.  Most of the work went into creating the node-based texture.

 

http://opengameart.org/content/pile-of-coins-w-procedural-node-material-...

Re: WIP Female model in ZBrush ... critiques?
Friday, August 27, 2010 - 23:56

http://opengameart.org/content/low-poly-female-mesh-unrigged

Here's the zbrush topology.

Re: Top Submitters and Most Popular Art
Friday, August 27, 2010 - 20:25

The old ones drop off after 30 days, so there's no reason to give up. That said, WeaponGuy is clearly rocking.

Re: OSARE - Feedback
Thursday, August 26, 2010 - 21:17

Unfortunately, the ethanon engine isn't ported to Linux just yet...  the code that it runs on top of doesn't support OpenGL at the moment, so it's tied to Windows.  Too bad, too, because it looks amazing.

Re: Slight Correction
Thursday, August 26, 2010 - 13:49

Just a heads up. www.cubecreate.com leads to a test page. You might want to instead forward it to cubecreate.com, which works. :)

Bart

Re: Weekly Challenge: Treasure (due Aug 30th)
Thursday, August 26, 2010 - 00:05

Hey pfunked, can you re-link your blender template file for OSARE?

Re: WIP Female model in ZBrush ... critiques?
Monday, August 23, 2010 - 16:39

Here we go:

http://i.imgur.com/djOdp.jpg

Re: WIP Female model in ZBrush ... critiques?
Friday, August 20, 2010 - 16:29

The edgeloops are so-so at best.  I think in general you ultimately have to retopo when you make a mesh that way, but I could be wrong.  I might ask on the zbrush forum.

Re: WIP Female model in ZBrush ... critiques?
Friday, August 20, 2010 - 14:44

Well, it's very easy for me to convert it to a high-res mesh and export that in obj format, although at the moment I'm out of town and I won't have access to it until Monday.  :)

Re: Let's make FOSS game content creation ridiculously simple
Friday, August 20, 2010 - 14:40

> My guess is that people who are afraid of "scary text editors" (because scripting is for superhuman geniuses?) are likely to give up long before they turn out a good quality level.

I'm going to have to object to this on the grounds that I'm an excellent coder, and spend most of my day inside a text editor and don't mind it at all. That being said, if I can edit most aspects of a game level without having to mess around with scripting, I'll enjoy it more. To put it another way, if I want to dabble in level editing (which is what gets a lot of people started), I'm going to be a lot more likely to do it if I can bring the level-editor up in-game and tweak things using a graphical tool than if I have to shut the game down, read a bunch of docs, fire up a text editor, write a bunch of code, figure out how and where to save that code, save it, shut down the text editor, and restart the game.

There's a common view in the FOSS world that I think hurts us sometimes, and that's that you aren't a worthwhile user if you don't dig through pages of documentation and use a command line or a text editor. There are a lot of people out there with talent for art and dialog and storytelling who aren't programmers, and if we're going to tap into those talents, we're going to need to provide these folks with tools that play to their talents instead of insisting that they learn to code.

And just to reiterate, I'm not saying that this is necessarily appropriate for *all* FOSS games, or even a majority of them. However, it would be good to see some FOSS games do this.

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