But no texture (perhaps I might find some time for it) I don't think it qualifies as a completely separate entry so it would be better to attach it to the original entry. As an alternative that's better suited for real-time 3d. Here's the link to the optimized set. Released in compliance with the original license.
Cool stuff :) One small tip regarding Blender workflow: instead of using an empty mesh object as the "RenderPlatform", you could add the Empty object (Add->Empty). It doesn't get rendered and is suited for these things, since the axes make it easier to select it.
When it comes to orthographic perspectives, there's loads of variables and variations, especially in the technical drawing field. Games use only a few of the options available. Anyway, one of the big differences between these two views is that Ultima has 2 of its world axes parallel to the view plane, while the standard 2:1 isometric perspective has only one of its axes parallel to the view plane (its vertical axis)
No plans to texture them. I've made these a long time ago to contribute to Glest, but somehow they ended up on my HD not doing anything and it was only logical to release them :)
You already have it ;)
License(s):
CC-BY 3.0
Here's my entry for it, optimized and unwrapped pfunked's Elven weapon set found at http://opengameart.org/content/elven-weapon-set
But no texture (perhaps I might find some time for it) I don't think it qualifies as a completely separate entry so it would be better to attach it to the original entry. As an alternative that's better suited for real-time 3d. Here's the link to the optimized set. Released in compliance with the original license.
http://dl.dropbox.com/u/1482587/weapon_set_elven_optimized.blend
Cool stuff :) One small tip regarding Blender workflow: instead of using an empty mesh object as the "RenderPlatform", you could add the Empty object (Add->Empty). It doesn't get rendered and is suited for these things, since the axes make it easier to select it.
When it comes to orthographic perspectives, there's loads of variables and variations, especially in the technical drawing field. Games use only a few of the options available. Anyway, one of the big differences between these two views is that Ultima has 2 of its world axes parallel to the view plane, while the standard 2:1 isometric perspective has only one of its axes parallel to the view plane (its vertical axis)
http://www.blendswap.com/submit-blend/
"The models uploaded to the "Durian" Category will be licensed under a Creative Commons Attribution "By" 3.0 License unless otherwise stipulated by you, the artist."
At least something :)
And the poll is in our favor, let's hope the licensing info gets done next.
No plans to texture them. I've made these a long time ago to contribute to Glest, but somehow they ended up on my HD not doing anything and it was only logical to release them :)
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