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Thanks. Substance Designer, Substance Painter, Metashape, Blender, Marmoset. We are mainly using these softwares. For the atlases we are using Details Capture from VFX Grace
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CC0 is “a tool for relinquishing copyright and releasing material into the public domain”, and the official icon for it says “public domain” [1] mainly created because actual public domain is problematic across different countries, I believe. Actual public domain really is ‘copyright-free’, and it makes sense to describe CC0 as making things ‘copyright-free’ to a general audience that may not be familiar with the subtle intricacies of copyright law. It is true that only the original copyright holder has the authority to release their works into the public domain, but once they’ve done that, copyrights are no longer held, and the work is no longer subject to protection under copyright law. https://en.wikipedia.org/wiki/Creative_Commons_license#Zero_... |
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I'm also working on Unreal Engine and creating my assets Unreal Engine Material versions on that. I'm hearing too much about Godot and I hope, I can find a way to make a game using my own assets.
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This is amazing. Back in the 1990's, when I worked in 3D, a resource like this would have been an immense force multiplier. Back then we had BBSs to share models, but nothing like this.
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The website is completely broken with Firefox. Search results do not appear on the screen - you must scroll down to see results. Clicking on the asset images does nothing so they cannot be downloaded. When using Chrome the layout and interaction works, but even then browsing is a poor experience as only four items can be seen at once so lots of scrolling is needed. Sheesh... modern web design is a disaster. This sort of collection could really use static pages with labels as links and small thumbnails showing at least 50 items per page. [Edit] I recommend https://ambientcg.com/ instead as that site is much more responsive. |
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Fantastic resource! I actually stumbled across it organically a few months ago, and couldn't believe my luck. There's really nothing else out there as high quality that's CC0. So thank you.
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Is there a high demand for models of gallows, electric chairs, and head stocks? I now know where to go if need to create a model of a torture chamber with some added fruits and vegetables.
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Lovely. Just about any sort of texture map I could think of, and great variety. I especially like the glassy/stone textures. Any Blender add-ons that integrate with the site?
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Seem like this project's goals and the goals of polyhaven.com are aligned. Is a cooperation possible? Each other's libraries could totally benefit from more 3D Models under CC0
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Polyhaven creates textures using only photogrammetry(scan). It's doubling their quality also, equipment, and human resources. I'm adding some scanned textures too but it's not my main focus.
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Yeah, they also killing the market. Once they established themselves they just nuke it, so you will need to look out for another ladder to climb higher.
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I'm all for making money on specialization or convenience, but I really can't find it in myself to build a perfectly useful something and then only use it for myself unless someone else can pay for it. As long as it's fully modular, I just have to give it away for free. Some things - no matter how much work they took to make - are just not worth paying for. Or, at the very least, I would never pay for them. So rather than just keep everything to myself so I can use it the one time, I can't see any reason not to just make it entirely available to the public.
And, good god, I would be so embarrassed to see my name in the credits of something with a label like "provided image formatter", or something. So attribution is something that I really couldn't care less about. It's always a nice gesture, but some things just aren't worth attributing.
All of which is to say: I love your interest in releasing these things to the public domain, and I'm very eager to join you! I've worked in games since before the original THQ went under, and have been using Unreal for the last 6 years or so. I'd be happy to get into whatever process you guys are using, and provide assets to whatever specifications you enforce. I find the most important thing about assets is that they be uniform (so large-scale changes can all happen in the same way, per asset). So I'm happy to conform, just so I can make assets that will act well in-editor.
Unfortunately, I'm mired in some side-project dev work, and won't be able to work on games, or game assets, probably for the rest of the year. So I've got to put off helping until I can clear my plate some. But I have bookmarked you guys, and will follow up to see if you have any interest in additional help with this kind of work, as soon as I can!
Aside from all that, thanks again for providing this. It really is a useful and altruistic endeavor!