You need not even ask. It is licensed CC BY SA so just give me credit and if you create new versions of the source file please share them under the same license. If you are just using images of the door, don't worry about re-sharing them. Have fun.
If I understand correctly what you are asking, I think a single all inclusive collection would be handy for people who are just browsing. Then depending on how many items are in the collection keep just the one collection, if there are a lot of items or a lot of medieval items and a lot of industrial, or whatever, make additional, more specific collections.
But if the common base collection doesn't have massive amounts of items don't bother with multiple small collections. Maybe make a rule for yourself, if there are less than, say, 20 items for a subcollection then don't make the subcollection.
A better longterm solution anyhow is to maintain the tags for each item. My 2 cents.
I have two suggestions regarding production methods:
One - work at twice the final resolution or higher because your resolution needs may change in the future.
Two - I notice the the mana/stamina/etc bars have the fill color separate from the the outlines. If you build the rest of the GUI in this way you will be able to more easily re-theme/re-color the GUI by changing the fill without having to recreate the outlines.
Very early in my career I learned to design with an eye toward being able to change my artwork to accomodate the fickle desires of my clients. With photoshop this means finding a balance between keeping enough layers to be able to make edits without messing up the whole image while not having an infinite number of layers.
Another example on your GUI would be the three icons for character, inventory and book. If you built the background of the icons on a separate layer and the highlights on a separate layer you would be able to make quick adjustments during the design process. In addition, if the backgrounds for the icons were separate art you could use them to display additional information in-game, eg: the background of the inventory icon could be filled with a color indicating how full the inventory is.
Also, I've spotted one small messy bit. On the bottom of the health bar a bit of the red fill is on the layer with the blue mana fill. Minor, minor, but if you fix it now it won't show up as a problem somewhere else.
We're looking for a list of Victorian park, garden and industrial debris. The concepts and colors are guidelines, I just ask that the color remain low saturation. When possible we'd like high and low res models for making normal maps.
Textures we're looking for are diffuse, specular (optional depending on object, but please be conservative with spec), height/bump and normal.
Textures should be mastered at a minimum or multiple of 500 pixel per in game meters. IE: every 1m linear measure of a vector should cover 500 px in the uv. Yes this is overkill for a lot of objects, but we're trying to establish a baseline resolution and need to start somewhere. We understand if your system can't handle the textures for larger items. Again, it's a target goal. And no, it does not need to 512 px per meter, extra credit to anyone who knows why.
Please use reference photos as needed.
Hedges:
Should be tileable - multiple texture variations for variety.
Radioactive debris:
There was a large explosion which scattered irradiated crap all over the place. debris_chunky is rocks and/or masonry, melted is iron or some such, can be glowing hot or not.
This one is open for interpretation, the image provided is just a suggestion. If you'd like to do something fancier, that's fine, but we also need a simple pattern as well. Please build the post so that they extend at least .5m below ground level.
Exterior Wall Sconces
These are for upper class houses and public buildings. This is also open for a different interpretation. Ideally, we'd like one model with multiple textures for use on different buildings.
Park Bench
Wrought iron end pieces with a decorative L designed in. The provided design could be improved, so feel free to do so, or if you want I may have time to improve it. The slats are made of wood (a very expensive material in our game world).
Scrap/Industrial Debris
Random bits of broken things, chunks of riveted iron, big rivets (~20cm diameter), a few intact and shattered gears (~.3m to 3m), part of a huge drive wheel (3 to 4m diameter), for the more ambitious, some intact parts of machines.
We have a bunch of fun reference starting here machinery and next.
I won't be available Saturday due to a previous engagement.
Beautiful. Very nice texture. I'd like to see the uv map condensed so that the small parts at least share a common uv space. It is my understanding that the normal map should be ok with shared texture space so long as they are identical (disclaimer: I'm just an illustrator and not very good a baking normals)
You need not even ask. It is licensed CC BY SA so just give me credit and if you create new versions of the source file please share them under the same license. If you are just using images of the door, don't worry about re-sharing them. Have fun.
You may like this one too: http://opengameart.org/content/military-storage-box
If I understand correctly what you are asking, I think a single all inclusive collection would be handy for people who are just browsing. Then depending on how many items are in the collection keep just the one collection, if there are a lot of items or a lot of medieval items and a lot of industrial, or whatever, make additional, more specific collections.
But if the common base collection doesn't have massive amounts of items don't bother with multiple small collections. Maybe make a rule for yourself, if there are less than, say, 20 items for a subcollection then don't make the subcollection.
A better longterm solution anyhow is to maintain the tags for each item. My 2 cents.
I have two suggestions regarding production methods:
One - work at twice the final resolution or higher because your resolution needs may change in the future.
Two - I notice the the mana/stamina/etc bars have the fill color separate from the the outlines. If you build the rest of the GUI in this way you will be able to more easily re-theme/re-color the GUI by changing the fill without having to recreate the outlines.
Very early in my career I learned to design with an eye toward being able to change my artwork to accomodate the fickle desires of my clients. With photoshop this means finding a balance between keeping enough layers to be able to make edits without messing up the whole image while not having an infinite number of layers.
Another example on your GUI would be the three icons for character, inventory and book. If you built the background of the icons on a separate layer and the highlights on a separate layer you would be able to make quick adjustments during the design process. In addition, if the backgrounds for the icons were separate art you could use them to display additional information in-game, eg: the background of the inventory icon could be filled with a color indicating how full the inventory is.
Also, I've spotted one small messy bit. On the bottom of the health bar a bit of the red fill is on the layer with the blue mana fill. Minor, minor, but if you fix it now it won't show up as a problem somewhere else.
Thanks bart. I have a simple philosophy: if no one notices then you've done your job well.
Thumbs up.
Fantastic!
We're looking for a list of Victorian park, garden and industrial debris. The concepts and colors are guidelines, I just ask that the color remain low saturation. When possible we'd like high and low res models for making normal maps.
Textures we're looking for are diffuse, specular (optional depending on object, but please be conservative with spec), height/bump and normal.
Textures should be mastered at a minimum or multiple of 500 pixel per in game meters. IE: every 1m linear measure of a vector should cover 500 px in the uv. Yes this is overkill for a lot of objects, but we're trying to establish a baseline resolution and need to start somewhere. We understand if your system can't handle the textures for larger items. Again, it's a target goal. And no, it does not need to 512 px per meter, extra credit to anyone who knows why.
Please use reference photos as needed.
Hedges:
Should be tileable - multiple texture variations for variety.
Radioactive debris:
There was a large explosion which scattered irradiated crap all over the place. debris_chunky is rocks and/or masonry, melted is iron or some such, can be glowing hot or not.
Public Trash Bin:
Something on these lines http://www.mountainmfg.com/images/street/street_trash_2.jpg
Wrought Iron Fences:
This one is open for interpretation, the image provided is just a suggestion. If you'd like to do something fancier, that's fine, but we also need a simple pattern as well. Please build the post so that they extend at least .5m below ground level.
Exterior Wall Sconces
These are for upper class houses and public buildings. This is also open for a different interpretation. Ideally, we'd like one model with multiple textures for use on different buildings.
Park Bench
Wrought iron end pieces with a decorative L designed in. The provided design could be improved, so feel free to do so, or if you want I may have time to improve it. The slats are made of wood (a very expensive material in our game world).
Random bits of broken things, chunks of riveted iron, big rivets (~20cm diameter), a few intact and shattered gears (~.3m to 3m), part of a huge drive wheel (3 to 4m diameter), for the more ambitious, some intact parts of machines.
We have a bunch of fun reference starting here machinery and next.
I won't be available Saturday due to a previous engagement.
I'm a sucker for this type of gadgetry.
Beautiful. Very nice texture. I'd like to see the uv map condensed so that the small parts at least share a common uv space. It is my understanding that the normal map should be ok with shared texture space so long as they are identical (disclaimer: I'm just an illustrator and not very good a baking normals)
Great work. I want each drawer to hold something unique in-game, engine team will likely disown me.
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