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Monday, January 3, 2011 - 01:22

Hi Marta,

Will the art work produced from the position be released under a creative commons (or similar) licence?  Does the work involved somehow relate to open-source games in another fashion?

I really enjoy the games that telltale produce, but unless you've recently decided to embrace the open source community, this isn't really an appropriate place to advertise such jobs.

To quote the forum guide lines:

"Your project [must be] open source.  While many of the assets here on OGA are usable in non-open-source software, our primary objective is to provide support to open source projects.  While our position here at OGA is that you ought to be able to license your content however you want, there are enough open source projects out there to keep us busy for years to come".

Thursday, December 16, 2010 - 16:55

Whoops, that we me. I forgot to login

Wednesday, August 4, 2010 - 07:22

A very nice piece. At a little over 5000 faces, it's suitable for use in more demanding games, and the rigging is very easy to use as well.

Thank you for sharing.

Thursday, July 29, 2010 - 20:38

"High frequency" is being used here to refer to suden changes in the levels, or high contrast areas where one form ends, and another begins. A "High frequency pass" filters out everything but theses sharp changes, essentially leaving you with the outline of an image. In this context, it could be used either to sharpen the image, by using the outline to emphasise the contrast, or the opposite, to reduce the obviousness of a seam in the tiling image.

Wednesday, June 30, 2010 - 06:18

Is this an accidental duplicate of your previous submission?

Friday, May 14, 2010 - 21:23

Hi Taldor,
Hmm... It seems the most recent model I uploaded didn't have a material applied for the bark texture (I'm sure I put it in there. I wonder where it went). I've created a new one and uploaded the new model again.

The floating branch is for easy editing of all the branches (Thanks to linked duplicates, editing one branch will edit all the branches). You just didn't see it in the first version because it was most likely hidden on another layer (press "1" in blender to hide all but the tree model).

> [..] significantly drop the frames per second [..]

Yes, at over 1200 triangles each, the model isn't really suited for games designed to run on low end hardware, and even then you wouldn't want more than few rendered at any one time.

> Would it be possible to have a version with less branches?

It would, but it depends on where you want to use it. If you wanted something lower poly as a general purpose replacement (so you can have a lot of these), it might be somewhat tricky to do without making the tree look "spindly", but I could give it a go.

I could also make some low(er) poly variations for different Level Of Detail's if that's what your after?

In any case it may be a couple of weeks before I get the time though.

Friday, May 14, 2010 - 20:58

Nice work. It must have taken a while to produce all those.

Wednesday, May 12, 2010 - 17:58

Hi Taldor,
I haven't tried to import this model into any game/graphics engine yet, and I was wondering how the alpha transparency would work out. Thanks for sharing.

Anyway, the black tip of the branch seems to be a little off the end of the mapped branch image, so I had a look, and sure enough, the UV map spilled over the edge of the image by just a fraction. Blender must have filled this with more alpha so I hadn't noticed.

I've fixed this problem now, and updated the files.

Monday, April 19, 2010 - 08:47

> Is there actually any way to look up how many favorites a work has?

The only way I have found, is to click on the "more" button at the bottom of the "most favorites" pannel on the home page.  You can then sift through all the entries until you find the one your after.

Saturday, April 17, 2010 - 09:28

Darn, I thought I might have been able to sneak my entry in before you woke up and declared the contest closed.  Oh well, I'd probably have been disqualified anyway.  ;)