Is free art harder to make?

Is free art harder to make?

Udi's picture

Sometimes I wonder why there's less FaiF art, then FaiB but restricted or commercial art (and of course artists who make them). Deviantart claims to have 12 million members (according to the tour page) while OpenGameArt has 300 users (according to the view submissions by user page), there are 88354 photos submitted to the Flickr textures group while BurningWell has 2168 photos filed under textures.

I think the reasons behind this difference are in the strict requirements that the open source development model raises. Blender's Durian project member Ben even named this at the first line of difficulties when he asked the community for help: "getting familiar with using 100% Open Source and Creative Commons tools and resources". I somewhat noticed the same on the OpenArena boards when a former Black Mesa contributor offered his webdesign help and recently a GunZ contributor offered almost the same help with additional help in textures and user interface too. Both projects are FaiB, so the contributors are used to working for free, but still after some enthusiast posts, they vanished and never did anything open source. (The GunZ contributor only stopped posting a week ago, so we still have hope, but I fear he shares the faith of the former candidate.)

I think the difficulties firstly lie in the softwares used. I'm sure if someone is used to the industry leading commercial production tools, he has hard time to get used to the open source softwares. I think it's more productive when unexperienced people start with the open source tools first and they develop their skills with them, rather if a skilled person wants to switch over. Secondly if you are producing art for open source games, you have to name and release your sources you worked from, and the license of those should not only be free, but compatible with the license of the game. This kind of keeping track of the whole creation process can be exhausting and scary for artists.

What do you think about the issue of less free art then proprietary? Does the free art creation suffer from the same issues as open source programming? (I don't know if the commercial programmers / opensource programmers ratio is better, worse or the same.) Is free art publishing really harder than proprietary? Why are there so many independent and FaiB games out there, why aren't they making one last step and making it open source?