Galun, unfortunately if Blender exports don't work then I don't know where to go from there. I also don't have Collada or ModTool to test files with. Anyone know of another intermediate format that will preserve most or all of the data?
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.
What license for the code and/or art?
Galun, unfortunately if Blender exports don't work then I don't know where to go from there. I also don't have Collada or ModTool to test files with. Anyone know of another intermediate format that will preserve most or all of the data?
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.
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