Much like NaNoWriMo (or NaGaDeMon) in November, October has its own creative challenge: Inktober. While we’re not doing Inktober per se – none of us are inking any artwork – we decided that a good theme for this month’s blogs would be to look at how we can do art – in a group that was founded with zero artists.
The longest-standing technique we have is simply buying the art from cheap artists on Fiverr, or stock art from DriveThruRPG and Patreon. But that’s not something that really merits much discussion, so I’m going to skip straight to type two:
Creative Commons and Public Domain Artwork
There is a huge community of artists in the world, as there has been for several millenia, and even with the modern day extension of copyright to frankly ludicrous extremes many of them choose to contribute to the world’s supply of Free Use Art through either simply releasing their art to the public domain, or tying it into a Creative Commons License which allows for great (but not complete) freedom in how their work is used.
Doing your due diligence
Search engines such as Google (with the usage rights tool correctly set) and CC Search make it easy to find people claiming that the works they’re sharing are publicly usable, and if you’re planning on doing something purely non-profit that’s probably good enough – but if, as we are, you’re working on a commercial basis you’re going to need more confirmation than that, because a lot of people mislabel images, generally out of ignorance.
For instance, this image from the above search is not creative commons licensable in many countries – the models that were photographed are themselves copyrighted, and it’s likely not to count as a sufficiently transformative work to escape that copyright. Certainly if you were to crop it down to a single unpainted model you’d be in trouble in much of the world.
Another common form of not-actually-usable work is screenshots from computer games – as the game is copyrighted an image from the game is almost certainly covered by the same copyright. So your first check with digital art should always be to see whether or not the work mentions such a source.
One of the best places to find art that you can be certain of is Wikimedia. While anyone can contribute to that site, and thus newly submitted works are suspect, there is a large team of dedicated curators who do due diligence on everything submitted, meaning that you can avoid spending too much time checking over things yourself.
Another good site for finding such things is OpenGameArt.org their due diligence standards are a little laxer than Wikimedia’s, so it’s still a good idea to check things out for yourself, but there’s a lot of fantasy art on there.
To confirm that art is actually open for use first look at it closely – if it has an artists signature which doesn’t match the accreditation on the site you found it on you can be pretty sure it’s not. If that doesn’t rule it out the second step is a reverse image search – find it elsewhere on the internet, and see whether there’s an older source that indicates a different owner.
Track your sources
Once you’ve done your due diligence making sure you can actually use the piece you need to make sure you don’t lose track of your proof. We keep a set of spreadsheets that list the filename of each piece alongside the creator, the web address of the source and the specific license used (including any special terms).
Anyone else have any advice to give about combing the commons? Favourite sources?