I think this is something of an overstatement. First, many artists here aim to provide viable, polished game assets, not just placeholders. And while the major goal of the site is to make these available there is more to it than that. OGA also aims to help develop the open source game and graphic development community as a whole, and to some extent that does involve trying to provide a welcoming environment for new artists. As such there has to be some amount of balance in dealing with issues like this. While it's annoying when a lot of unusable assets are uploaded, we also don't want to alienate anyone unecessarily. Because of this finding a good solution has been a topic of some discussion in the past, though with Bart currently otherwise occupied there hasn't been a chance to implement anything. Personally, I think the best solution at the moment is to just bundle the submissions into a single one, though that would take an admin's action.
"Would it be okay to just credit Open Game Art and their users?"
In many cases, no. If the work is licensed CC-By or CC-By-SA, it is a legal requirement that you give credit as specified by the author. It really is your responsibility as a dev to keep records as you go. If you got it off of OGA, it really shouldn't take too long to find it again. The archive isn't really all that large. If it's off random sites, keeping correct records applies double. You're going to likely be running into issues of self-written or inconsistent licensing, not to mention people uploading files that aren't theirs with erroneous permissions they aren't legally allowed to give (see, for instance, almost all of Tindeck). You really do need to keep that all straight.
Sorry, I know that that isn't the most favorable answer, but them's the breaks.
Re -SA: I don't mind the virality and I really like copyleft as a concept. There are, however, some disagreements as to what exactly is a derivative work that has to be released under the same license, and what that means for using them in tandem with dissimilarly licensed assets.
Re: rigging: fair enough. I'm not involved enough to know the going rate for models, though I can definitely appreciate why they aren't cheap.
Re: poly-count: great to hear :) I'm sure that will make some devs quite happy.
Also, thanks, though really it was you and Clint who did the heavy lifting; I just polished it. I really like that goblin design.
Heck yeah. Though I'm swamped and probably won't have time to enter :(
"That is the sole purpose of this site."
I think this is something of an overstatement. First, many artists here aim to provide viable, polished game assets, not just placeholders. And while the major goal of the site is to make these available there is more to it than that. OGA also aims to help develop the open source game and graphic development community as a whole, and to some extent that does involve trying to provide a welcoming environment for new artists. As such there has to be some amount of balance in dealing with issues like this. While it's annoying when a lot of unusable assets are uploaded, we also don't want to alienate anyone unecessarily. Because of this finding a good solution has been a topic of some discussion in the past, though with Bart currently otherwise occupied there hasn't been a chance to implement anything. Personally, I think the best solution at the moment is to just bundle the submissions into a single one, though that would take an admin's action.
Palette and hardware restrictions are not subject to copyright.
@Dnyarri: yeah, there must be something wrong with forum searching.
Suggestion: put the medium in the title or at the top. You almost had me ready to enter there :(
Two threads about this atm. Here's the other one: http://opengameart.org/forumtopic/free-the-monsters
"Would it be okay to just credit Open Game Art and their users?"
In many cases, no. If the work is licensed CC-By or CC-By-SA, it is a legal requirement that you give credit as specified by the author. It really is your responsibility as a dev to keep records as you go. If you got it off of OGA, it really shouldn't take too long to find it again. The archive isn't really all that large. If it's off random sites, keeping correct records applies double. You're going to likely be running into issues of self-written or inconsistent licensing, not to mention people uploading files that aren't theirs with erroneous permissions they aren't legally allowed to give (see, for instance, almost all of Tindeck). You really do need to keep that all straight.
Sorry, I know that that isn't the most favorable answer, but them's the breaks.
Great work! It's awesome to see an asset I made used in such a cool way.
Beautiful work! I love the style and palette.
Re -SA: I don't mind the virality and I really like copyleft as a concept. There are, however, some disagreements as to what exactly is a derivative work that has to be released under the same license, and what that means for using them in tandem with dissimilarly licensed assets.
Re: rigging: fair enough. I'm not involved enough to know the going rate for models, though I can definitely appreciate why they aren't cheap.
Re: poly-count: great to hear :) I'm sure that will make some devs quite happy.
Also, thanks, though really it was you and Clint who did the heavy lifting; I just polished it. I really like that goblin design.
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