Hmm.. Color balance/selection and contrast in textures AND between separate blocks/items would be useful. I suggest contacting Leostereo about the coloring. :tongue.gif:
Already done.
The color contrast between textures is a good suggestion though-- you don't want them to be either too similar or too blindingly clashing.
Ok, nevermind then, my example broke. >.>
What I meant though is just a clever use of shading to make textures pop more than just having the standard 'light in top left corner, darkness bottom right' idea of shading. It's kinda hard to explain without the example of it but it's just like more advanced shading... (fantastic explanation right there)
Just as long as the textures don't look flat and boring I guess...
Ok, nevermind then, my example broke. >.>
What I meant though is just a clever use of shading to make textures pop more than just having the standard 'light in top left corner, darkness bottom right' idea of shading. It's kinda hard to explain without the example of it but it's just like more advanced shading... (fantastic explanation right there)
Just as long as the textures don't look flat and boring I guess...
Ah, gotcha. Like how to make ores look like they're embedded in the stone rather than painted on the stone. I can do that. ^^
What I meant though is just a clever use of shading to make textures pop more than just having the standard 'light in top left corner, darkness bottom right' idea of shading.
My texture shading is light top-right. Cause Ima rebel. :cool.gif:
I like this. I've been getting a lot of "how do i make textures..." questions (PM's) as a mod. I can point them all here
:smile.gif:
Thanks! :3
I know there's nothing here right now, but it's going to start getting massive over the course of a month or two-- because it's for school, it's going to happen. No wimping out on my part. :biggrin.gif:
I'd agree with the others who have responded with this, but maybe go a bit more in depth. A texture pack could be two things the way I see it used most. The overall texture pack including terrain, items, mobs, gui, etc. It can also mean just the terrain. I like different terms for packs that are just mobs or items, (Mob Pack and Item Pack respectively) while still being a texture pack in the more general sense. If that makes sense? (So you have say a Mob Texture Pack, Item Texture Pack, Standard Texture Pack, Completed Texture Pack) I would say like Terrain Texture Pack but it doesn't have the same ring to it to me IDK. The naming style there is just my own personal preference though.
2) Why make a texture pack?
First general answer: Because you want to. If you don't want to there is no point, as you will either not finish or it will turn out crappy.
A bit more in depth: There are roughly three good reasons I can think of to make a pack. Make a pack that you want to use. Make a pack a friend wants to use. (Not just anyone, you have to be close enough to care to finish it still) Make a pack that you want to make.
For example, I made my texture pack because of a mix of the first and last reasons. I wanted a pack that I wanted to use. There are many amazing packs in this forum (many much better than mine) but they all have a couple things that i dislike, usually a stylistic choice. (For example wools not being wools) Now, I could have just mixed some textures together or bugged the makers to fix them or make alternates but I've always liked creating things on my own so I wanted to make my own. As I've continued with my pack I've incorporated a little of the second with making alternate textures or what not.
I'm also preparing to make a second texture pack (even though in all rights I should finish the one I have so far first =b ) that is solely for the third reason. I'm not sure how much I'll actually play with the pack, or if anyone else will. But I love the idea and want to make it.
TL;DR:
1- Texture Packs are essentially any pack that modifies any textures.
2- Because you want to.
Also I can't wait to see this completed, as I plan to make use of most if not all of it. =)
The best description I can think of is it's a bit like a new set of clothes for your minecraft. It can vastly change MC's look, but without affecting anything relating to the gameplay.
As far as what qualifies something to be called a texture pack, I'd say one has to at least change terrain.png. If you only reskin the mobs then it would be a mob pack, only the items would be an items pack, etc.
2) Why make a texture pack?
Well, if you want to make MC look better. I can't really think of any downsides, except that it saps a heapton of time to do. :tongue.gif:
I'd like to see:
* info on what special procedures need to be undertaken, if any, to edit any pngs that are of indexed color.
* Something covering tiling for textures like mossy cobblestone specifically? Ones where you'll be tiling with similar textures as well as itself.
* Maybe add a section on doing things like vines and the moss on mossy cobblestone
Rollback Post to RevisionRollBack
What use is an ear that does not hear, or a mouth that does not speak?
The best description I can think of is it's a bit like a new set of clothes for your minecraft. It can vastly change MC's look, but without affecting anything relating to the gameplay.
This is a very eloquent description of texture packs. Nicely done.
Your suggestions have also been noted. :smile.gif:
Thanks for the detailed reply. Responses like this are really helpful for getting a sense of what the community thinks about texture packs-- and, later on, what the community knows about creating texture packs.
This is a very eloquent description of texture packs. Nicely done.
Your suggestions have also been noted. :smile.gif:
EDIT: What do you mean by 'indexed color'?
Thanks for the detailed reply. Responses like this are really helpful for getting a sense of what the community thinks about texture packs-- and, later on, what the community knows about creating texture packs.
Hmm...I'll have to go dig up some more information on this. I don't really know anything about it at the moment, but it would probably be useful to mention it in the guide.
Basic and stylized dithering. Also very important categories to those that use source images for texturing purposes are scaling and picture manipulation techniques. Hope that helps, cheers...^^
*gets out pen and notepad*
Okay first, my HD vocabulary seems to be a bit lacking. I suspect that 'dithering' is a technique, but what exactly does it refer to?
Also, although it might be a good idea for me to touch on using source images for higher resolutions (64x, 128x, etc), I'm mostly going to focus on creating original art. But I will definitely take those things into account. Thanks for the suggestions.
Basic and stylized dithering are pixel art/manipulation techniques , a fast start for further reading can be found here,
And a result of different dithering techniques on a sprite.
Regarding scaling and picture manipulation, leaving those out would adversely effect imo how complete your work will look as a texturing guide since they are essential for certain texture pack styles and are widely used by a good percentage of mc TP artists, especially in HD packs.Also, both techniques are used to make textures that are considered de jure original art, we are not talking about resizing google images and pasting them on your pack. Same goes for cell-shading techniques.
Hope that helps, cheers...^^
So that's what that's called, haha. Thanks for the pic-- I now have a label to go with the technique. :biggrin.gif:
As for the source images: I guess I'm just not as well versed in the HD community as I would like for this project. Although I have followed the Swiss brothers' exploits on turning original photographs into textures, my first thought when you mentioned using images was ripping pics from google. But, as you said, taking original images still counts as a texture making process. Can I hit you up for an interview later on the use of photographs in HD textures? I'll also see about contacting the swiss brothers about the subject as well.
Hmm...I'll have to go dig up some more information on this. I don't really know anything about it at the moment, but it would probably be useful to mention it in the guide.
*gets out pen and notepad*
Okay first, my HD vocabulary seems to be a bit lacking. I suspect that 'dithering' is a technique, but what exactly does it refer to?
Also, although it might be a good idea for me to touch on using source images for higher resolutions (64x, 128x, etc), I'm mostly going to focus on creating original art. But I will definitely take those things into account. Thanks for the suggestions.
Indexed color basically means the image is single layer with a "palette" of colors embedded in it. There is always a certain number of colors, although the true number is theoretically infinite. Standard indexed color images use around 256 colors. Each pixel in the image has a single number as a color value, referencing a color in the palette. This normally makes for smaller file sizes, but is impractical for photographs and high-detail images, where almost every pixel is a different color. I'm uncertain as to whether indexed color supports partial transparency, but I don't think it does. It's like Minecraft -- full transparency or none, with nothing in-between xD
Dithering is a bit like... my first impression of the word is "smoothing up edges". Wikipedia says it's and "intentionally applied form of noise" used to prevent patterns such as "banding" in images. It can also apply to audio, interestingly enough.
And yes, I am an absolute computer-nerd for knowing all this :tongue.gif:
I see Dante's well versed in dithering. Hmm. I'll have to look into it a bit more. Could be useful for biome colourings...
Indexed color images have a palette to choose from, and the number of colors is typically in base 2, depending on the number of bits devoted to identifying the color - one bit is two colors, two bits is four colors, three bits is eight colors, etc. This compares to... lets say what your monitor puts out. Chances are, your monitor uses 24 bits for every pixel on the screen - that is 16,777,216 possible colors - regardless of wether or not that color is being used on the screen, anywhere. This is called direct color, where the bit pattern doesn't represent an individual color, but quantities of separate colors like reg, green, and blue (RGB). So, for indexed color systems, the palette is editable, and for direct color, it is fixed.
Dithering is just using a limited selection of colored pixels in close proximity to represent a new color through their visual blending. (Blue and green pixels next to each other give you teal) Of course, in minecraft we can see the pixels, so it doesn't quite work as it is originally intended.
lol..I love this community... I'm all like "talk to Dante" and Dante is all like "talk to Scuttles" pure win
on topic: I know he's stepped out of the world of minecraft again... but Aageon has a ton of useful knowledge if you can get him interested in helping :tongue.gif:
I think something about different styles of painting and pixeling would be nice. There are so many different ways that lead to Rome. For example you could use ask texture artists about a particular style they use and how they achieve that. Then adding these examples to the guide could be really helpful for people trying to get a specific style or effect.
Also, the art of leaving out details. Which is very important in pixel art, and thus a large part of texturing for Minecraft because of the low resolutions. For example sometimes to need to leave out specific details in pixel art to get a certain effect that looks good in general when viewed from a longer distance, giving the impression that some of those details are there even though they are just suggested by the combining of colours and shading.
Sounds like a really cool project and I wish you all the luck.
I had planned to cover something along these lines, but thanks for pointing out just how important they are. I'm going to ask different artists with different styles for examples of their work later on. And I probably need to go expand the 'optical illusion' section under tips and tricks to include the art of leaving out details. :biggrin.gif:
Already done.
The color contrast between textures is a good suggestion though-- you don't want them to be either too similar or too blindingly clashing.
What I meant though is just a clever use of shading to make textures pop more than just having the standard 'light in top left corner, darkness bottom right' idea of shading. It's kinda hard to explain without the example of it but it's just like more advanced shading... (fantastic explanation right there)
Just as long as the textures don't look flat and boring I guess...
Ah, gotcha. Like how to make ores look like they're embedded in the stone rather than painted on the stone. I can do that. ^^
Alright Read It And It Sounds Great.
Minecraft Gaming!
My texture shading is light top-right. Cause Ima rebel. :cool.gif:
EDIT: I've always wanted to use that emoticon
:smile.gif:
"This may hurt a little, but it's something you'll get used to...."
Thanks! :3
I know there's nothing here right now, but it's going to start getting massive over the course of a month or two-- because it's for school, it's going to happen. No wimping out on my part. :biggrin.gif:
I'd agree with the others who have responded with this, but maybe go a bit more in depth. A texture pack could be two things the way I see it used most. The overall texture pack including terrain, items, mobs, gui, etc. It can also mean just the terrain. I like different terms for packs that are just mobs or items, (Mob Pack and Item Pack respectively) while still being a texture pack in the more general sense. If that makes sense? (So you have say a Mob Texture Pack, Item Texture Pack, Standard Texture Pack, Completed Texture Pack) I would say like Terrain Texture Pack but it doesn't have the same ring to it to me IDK. The naming style there is just my own personal preference though.
2) Why make a texture pack?
First general answer: Because you want to. If you don't want to there is no point, as you will either not finish or it will turn out crappy.
A bit more in depth: There are roughly three good reasons I can think of to make a pack. Make a pack that you want to use. Make a pack a friend wants to use. (Not just anyone, you have to be close enough to care to finish it still) Make a pack that you want to make.
For example, I made my texture pack because of a mix of the first and last reasons. I wanted a pack that I wanted to use. There are many amazing packs in this forum (many much better than mine) but they all have a couple things that i dislike, usually a stylistic choice. (For example wools not being wools) Now, I could have just mixed some textures together or bugged the makers to fix them or make alternates but I've always liked creating things on my own so I wanted to make my own. As I've continued with my pack I've incorporated a little of the second with making alternate textures or what not.
I'm also preparing to make a second texture pack (even though in all rights I should finish the one I have so far first =b ) that is solely for the third reason. I'm not sure how much I'll actually play with the pack, or if anyone else will. But I love the idea and want to make it.
TL;DR:
1- Texture Packs are essentially any pack that modifies any textures.
2- Because you want to.
Also I can't wait to see this completed, as I plan to make use of most if not all of it. =)
The best description I can think of is it's a bit like a new set of clothes for your minecraft. It can vastly change MC's look, but without affecting anything relating to the gameplay.
As far as what qualifies something to be called a texture pack, I'd say one has to at least change terrain.png. If you only reskin the mobs then it would be a mob pack, only the items would be an items pack, etc.
2) Why make a texture pack?
Well, if you want to make MC look better. I can't really think of any downsides, except that it saps a heapton of time to do. :tongue.gif:
I'd like to see:
* info on what special procedures need to be undertaken, if any, to edit any pngs that are of indexed color.
* Something covering tiling for textures like mossy cobblestone specifically? Ones where you'll be tiling with similar textures as well as itself.
* Maybe add a section on doing things like vines and the moss on mossy cobblestone
This is a very eloquent description of texture packs. Nicely done.
Your suggestions have also been noted. :smile.gif:
EDIT: What do you mean by 'indexed color'?
Thanks for the detailed reply. Responses like this are really helpful for getting a sense of what the community thinks about texture packs-- and, later on, what the community knows about creating texture packs.
Like the particles.png -- when I open it in photoshop it's listed as indexed color as opposed to RGB color: http://en.wikipedia.org/wiki/Indexed_color
Hmm...I'll have to go dig up some more information on this. I don't really know anything about it at the moment, but it would probably be useful to mention it in the guide.
*gets out pen and notepad*
Okay first, my HD vocabulary seems to be a bit lacking. I suspect that 'dithering' is a technique, but what exactly does it refer to?
Also, although it might be a good idea for me to touch on using source images for higher resolutions (64x, 128x, etc), I'm mostly going to focus on creating original art. But I will definitely take those things into account. Thanks for the suggestions.
So that's what that's called, haha. Thanks for the pic-- I now have a label to go with the technique. :biggrin.gif:
As for the source images: I guess I'm just not as well versed in the HD community as I would like for this project. Although I have followed the Swiss brothers' exploits on turning original photographs into textures, my first thought when you mentioned using images was ripping pics from google. But, as you said, taking original images still counts as a texture making process. Can I hit you up for an interview later on the use of photographs in HD textures? I'll also see about contacting the swiss brothers about the subject as well.
Indexed color basically means the image is single layer with a "palette" of colors embedded in it. There is always a certain number of colors, although the true number is theoretically infinite. Standard indexed color images use around 256 colors. Each pixel in the image has a single number as a color value, referencing a color in the palette. This normally makes for smaller file sizes, but is impractical for photographs and high-detail images, where almost every pixel is a different color. I'm uncertain as to whether indexed color supports partial transparency, but I don't think it does. It's like Minecraft -- full transparency or none, with nothing in-between xD
Dithering is a bit like... my first impression of the word is "smoothing up edges". Wikipedia says it's and "intentionally applied form of noise" used to prevent patterns such as "banding" in images. It can also apply to audio, interestingly enough.
And yes, I am an absolute computer-nerd for knowing all this :tongue.gif:
I see Dante's well versed in dithering. Hmm. I'll have to look into it a bit more. Could be useful for biome colourings...
Donate to help me buy people Minecraft accounts!
Dithering is just using a limited selection of colored pixels in close proximity to represent a new color through their visual blending. (Blue and green pixels next to each other give you teal) Of course, in minecraft we can see the pixels, so it doesn't quite work as it is originally intended.
good job
on topic: I know he's stepped out of the world of minecraft again... but Aageon has a ton of useful knowledge if you can get him interested in helping :tongue.gif:
I had planned to cover something along these lines, but thanks for pointing out just how important they are. I'm going to ask different artists with different styles for examples of their work later on. And I probably need to go expand the 'optical illusion' section under tips and tricks to include the art of leaving out details. :biggrin.gif:
Thanks for the feedback!
Tiling's already in the queue, so no worries. :wink.gif:
*writes down wall of useful information*
Thanks guys. :smile.gif: