Back then we didn't have the neat system for entering submissions, so its entirely possible Bart is already working on a way to to just what you are looking for. In the meantime you could start a collection of winners if you'd like, I'm sure it'd be popular :)
Judas, saw your project, but I, like many OGA artists, won't be joining a closed source project. Indeed it used to be that we didn't allow advertising for closed source projects at all. Also, flash *ew*, get with the open standards!
I submitted a few hundred assets to help them reach their goal of having all their art under one open source licence, which they recently reached!
While they are 3d assets, you could rig up a blender camera to render them in a way you can use, Clint Bellanger uses sprites made from blender models in FLARE and has written tutorials which could help you set it up.
I had a look at the other two, but they require a lot of work to fix before unwrapping, they are just sketchup drafts, not continguous models that can be unwrapped. .
I started to UV unwrap this model, but it is not created in a manner condusive to texturing or real time rendering. The ship is essentially made out of blocks which intersect each other without their edges being joined, a quick and dirty mock-up technique. Games on the other hand generally require a fully connected single exterior shell.
For texturing this means the model will need to be *extensively* cleaned up before it can be unwrapped properly.
For use in-game, the model will have a performance cost higher than its poly count would indicate. There are numerous entirely redundant internal faces, and since the model is not a single shell, both sides of every surface will need to be rendered, essentially doubling its polycount.
It may be worth revising Open Game Art guidelines and disallowing unpaid internships advertisement alltogether, regardless of the "merits" of this individual case. Here is a recent New York Times article on the matter.
You've already got enough stuff to do a three level demo, if you polish it up and make it shine you'll be able to release it, releasing is the bane of open source games. Once you have a released product for people to get excited about the helpers will start emerging from the woodwork. How long do you really want it to be before you have *something*? Redoing all the graphics at a higher res sounds more like a sequel, if you get into that cycle you'll never end, it'll be like duke nukem forever. Just focus on getting something finished, the shiny parts can come afterwards.
This is the closest there is, but its not up to date
http://opengameart.org/content/and-winners-are
Back then we didn't have the neat system for entering submissions, so its entirely possible Bart is already working on a way to to just what you are looking for. In the meantime you could start a collection of winners if you'd like, I'm sure it'd be popular :)
Judas, saw your project, but I, like many OGA artists, won't be joining a closed source project. Indeed it used to be that we didn't allow advertising for closed source projects at all. Also, flash *ew*, get with the open standards!
Realm of Justice, have you checked out UFO:AI?
http://sourceforge.net/projects/ufoai/
I submitted a few hundred assets to help them reach their goal of having all their art under one open source licence, which they recently reached!
While they are 3d assets, you could rig up a blender camera to render them in a way you can use, Clint Bellanger uses sprites made from blender models in FLARE and has written tutorials which could help you set it up.
http://flarerpg.org/
You could even use his engine to make a scifi game, or just pitch in on freedroid
http://www.freedroid.org/
If you want to make a 2d scifi game, there are plenty of open source scifi projects out there, that you can either use or contribute to.
I optomised this model down to 916 polys, and textured it, here:
http://opengameart.org/content/simple-skiff-optomised-and-textured
I have optomised and textured the simple skiff for you
http://opengameart.org/content/simple-skiff-optomised-and-textured
I had a look at the other two, but they require a lot of work to fix before unwrapping, they are just sketchup drafts, not continguous models that can be unwrapped. .
I started to UV unwrap this model, but it is not created in a manner condusive to texturing or real time rendering. The ship is essentially made out of blocks which intersect each other without their edges being joined, a quick and dirty mock-up technique. Games on the other hand generally require a fully connected single exterior shell.
For texturing this means the model will need to be *extensively* cleaned up before it can be unwrapped properly.
For use in-game, the model will have a performance cost higher than its poly count would indicate. There are numerous entirely redundant internal faces, and since the model is not a single shell, both sides of every surface will need to be rendered, essentially doubling its polycount.
It may be worth revising Open Game Art guidelines and disallowing unpaid internships advertisement alltogether, regardless of the "merits" of this individual case. Here is a recent New York Times article on the matter.
http://www.nytimes.com/roomfordebate/2012/02/04/do-unpaid-internships-ex...
You've already got enough stuff to do a three level demo, if you polish it up and make it shine you'll be able to release it, releasing is the bane of open source games. Once you have a released product for people to get excited about the helpers will start emerging from the woodwork. How long do you really want it to be before you have *something*? Redoing all the graphics at a higher res sounds more like a sequel, if you get into that cycle you'll never end, it'll be like duke nukem forever. Just focus on getting something finished, the shiny parts can come afterwards.
What is the game? What is the engine? What is the licence?
Polish what you have a bit, spend some time on docs, release a demo. Build some buzz, get some help, start again at full quality.
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