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Friday, April 9, 2010 - 23:18

Good job Blarumyrran, looks like these icons have also been accepted for Wesnoth!
http://forums.wesnoth.org/viewtopic.php?f=9&t=28077&sid=6dbc149c72120a7c...

Friday, April 9, 2010 - 09:36

These are excellent! And they set a great, dark mood perfect for the genre.

Instead of only using 32 pixel icons I'm pretty sure I'll be adding full-size icons to the tooltips in-game. They look that good.

Tuesday, April 6, 2010 - 18:05

This isn't the kind of contest where you even need Tuesday through Friday to be competitive.  The submissions we've gotten so far are on the right track: something fun you put together in about an hour.

Tuesday, April 6, 2010 - 15:42

Totally using this in my game

Tuesday, April 6, 2010 - 14:50

Get your entries ready. It doesn't have to be extravagant. Any genre, any medium, just submit!

Tuesday, April 6, 2010 - 14:01

Here's an entry to kick things off!

http://opengameart.org/content/tree-stump

Tree Stump

Friday, April 2, 2010 - 20:57

Antifarea,

OGA doesn't normally permit noncommercial (NC) license material on OGA. The CC-BY-NC logo is on this message box .png. If you want it published as CC-BY, can you update that .png file to reflect this license? Thanks!

Tuesday, March 30, 2010 - 14:42

Let me know if you want more icons in this style. I'll gladly expand this collection as needed (it's very simple to create more in this style; we're talking less than 5 minutes per new icon).

Wednesday, March 24, 2010 - 19:43

Note: if using it as a static model in a 3D game, you could remove the unseen half of the pillow to get the total model to 172 tris.

Some tricks I used here:
1. I modeled the posts separately from the rest, then did a boolean union. In Blender you have to clean up the resulting facets a bit.
2. Created a simple blanket and subdivided a ton. The blanket started parallel to the bed, flat and floating above it. I used the cloth simulation, the Denim default. Once I liked the result I applied it to the blanket mesh.
3. I 3D-traced out a very low poly blanket, then baked the normals from the high poly blanket to the low one.
4. When UV-mapping the bed I positioned the parts so that the wood grain all ran the same direction. Now, any wood texture with vertical grain will look right on this model.
5. I also have a cloth texture on the blanket. It adds a lot of believable grain and ripples on the top surface.

Saturday, March 20, 2010 - 03:13

GPL isn't recommended for art (the GNU folks say so).  Most of the GPL is about access to the source code; art doesn't have source code.  The closest thing might be the original project files before export (.psd, .blend, .xcf) but people don't always distribute those with art marked as GPL.  And other parts of the GPL plain don't make sense for art (GPL3's stuff about patents, etc).

CC-SA is the best copyleft license for art.  So a lot of us open source game developers care about how CC-SA is interpreted.

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