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Monday, January 14, 2013 - 16:25

We already run it as a combination of the two. Collections are user currated content, and from time to time submissions are rejected (usually because of licencing issues or if the submission contains no actual content). Its actually really hard to make something with *no* value, even sketches can be remixed and reused in new ways for other art works. 

I think the Sara art challenge is a great example of works being remixed over and over until they become game quality art, maybe none of the submissions are fully ready for any given game or engine, but they are incrementally getting there, and giving the artists experience and feedback in the process.

I'd agree with clint; every game has different needs, both in terms of art style and technical requirements, even if we set a minimum bar, it'd still be a lot lower than many devs would like, simply because we will let through content which isn't right *for them*. 

If we were solely focused on getting open art to developers, then this site wouild be just reposts of content from existing open source games. However this site isn't primarily about specific game devs or existing work, its about finding new game art, new game artists and growing the general open gaming community. 

If you want loads of off the shelf art, just remix it from an existing FOSS game, if you want to foster and encourage new game artists, then we need OGA to stay how it is.

Finally, I do not want it to seem that we are all dismissing your feedback, you do raise a valid concern, and we have been working to try and address it. Collections is a relatively new feature, and there are more such features in the pipeline, but the site is mainly developed by one guy, who happens to be incredibly busy.

Monday, January 7, 2013 - 06:12

Nice, love seeing remixes incrementally advance ideas, glad I could have an impact, no need to credit me though, I was just remixing Mandi's idea

 

Saturday, January 5, 2013 - 02:07

Firstly I dismiss the concept that there are works which aren't remixes, no man is an island.

Secondly I'd agree with Julius,  the *average* quality is a poor indication, remixing existing art assets is easier than just remixing ideas and styles. On average there is less effort put in, so one would think on average the quality could be considered lower. I wonder what would happen if you factored in the time spent on a work? I'd imagine remixes would win on a time basis, since with a given hour of work, a given individual will be able to produce more work if they can remix existing works as their basis.

Finally, the community used as a basis for their study is very skewed towards remixes being of a low quality. I would suggest that if the authors did their study on OGA, they'd find remixes almost always improving upon the original in some way.  If you set your community up to allow people to spam low effort remixes, you'll see a lot of cruft, whereas if you encourage people to incrementally improve upon works, you'll find the quality steadily rising with each remix. 

Saturday, January 5, 2013 - 01:45

I would direct you to the Liberated Pixel Cup

http://lpc.opengameart.org/

 

And more specifically to the style guide and asset list

http://lpc.opengameart.org/static/lpc-style-guide/index.html

 

There is also a resource request section if you're looking for ideas

http://opengameart.org/forums/resource-requests

 

Or you can take a look at the todo list of whichever open source project takes your fancy

https://en.wikipedia.org/wiki/List_of_open-source_video_games

 

Glad to heave you on board, thanks for all your work :)

 

Thursday, January 3, 2013 - 00:27

This is the closest there is, but its not up to date

http://opengameart.org/content/and-winners-are

Back then we didn't have the neat system for entering submissions,  so its entirely possible Bart is already working on a way to to just what you are looking for.   In the meantime you could start a collection of winners if you'd like, I'm sure it'd be popular :)

Monday, December 17, 2012 - 02:19

Judas, saw your project, but I, like many OGA artists, won't be joining a closed source project. Indeed it used to be that we didn't allow advertising for closed source projects at all.  Also, flash *ew*, get with the open standards! 

Tuesday, December 11, 2012 - 04:13

Realm of Justice, have you checked out UFO:AI?

http://sourceforge.net/projects/ufoai/

I submitted a few hundred assets to help them reach their goal of having all their art under one open source licence, which they recently reached! 

While they are 3d assets, you could rig up a blender camera to render them in a way you can use, Clint Bellanger uses sprites made from blender models in FLARE and has written tutorials which could help you set it up.

http://flarerpg.org/

You could even use his engine to make a scifi game, or just pitch in on freedroid

http://www.freedroid.org/

If you want to  make a 2d scifi game, there are plenty of open source scifi projects out there, that you can either use or contribute to.

Saturday, April 28, 2012 - 12:18

I optomised this model down to 916 polys, and textured it, here:

http://opengameart.org/content/simple-skiff-optomised-and-textured

 

Saturday, April 28, 2012 - 12:10

I have optomised and textured the simple skiff for you

http://opengameart.org/content/simple-skiff-optomised-and-textured

I had a look at the other two, but they require a lot of work to fix before unwrapping, they are just sketchup drafts, not continguous models that can be unwrapped. . 

Wednesday, April 25, 2012 - 18:06

I started to UV unwrap this model, but it is not created in a manner condusive to texturing or real time rendering.  The ship is essentially made out of blocks which intersect each other without their edges being joined, a quick and dirty mock-up technique. Games on the other hand generally require a fully connected single exterior shell.

For texturing this means the model will need to be *extensively* cleaned up before it can be unwrapped properly.

For use in-game, the model will have a performance cost higher than its poly count would indicate. There are numerous entirely redundant internal faces, and since the model is not a single shell, both sides of every surface will need to be rendered, essentially doubling its polycount.

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