Game Development Reference
In-Depth Information
Copyright issues with textures
The other benefit of is that they've got a copyright policy favorable to game
asset developers. When choosing textures or photos from libraries make sure that they allow
you to modify and distribute the textures with the assets. If your asset is used within a game,
the copyright policy should allow the texture to be distributed within the game. You can
check out their copyright policy by going to About ¦ FAQ and About ¦ License . The last thing
you want is for your masterpiece Chinook helicopter to get pulled from Turbosquid because
the texture isn't allowed to be distributed.
Here's a sample of what you should look out for:
Use of the Textures is only allowed under the following condiions:
- Private or commercial use
- Use in 2D or 3D computer graphics, movies and printed media
- Incorporaion in computer games, 3D models
- Selling 3D models bundled with modified versions of the textures, when the
texture is customized for the 3D model
It's the last two points that are most important to you, because you may be using the
textures in your own games, but also selling the assets (along with textures) to be used as
part of someone else's game.
Your library
Needless to say, you should be fasidious about where you save all your textures and images on
your hard drive. Keep your own photos separate. These are your most flexible texture source
because you own the copyright to them and don't need to worry about where they end up. Put
photos from the other sources in different folders. Finally, within these folders classify images
by subject or material. You might get a folder tree organized something like this one.
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