Hmmm, one thing you could improve on is the actual pixeling technique, maybe adding patches of darker and lighter parts to give it a rougher impression without the need for so much dithering. Pixel clusters are your friend!
Still, does look quite nice so far, the colour in particular is very pleasing to the eye!
The checker pattern is a bit excessive. The dark patch near the middle caused a tiling error, but when I tried removing the centre, making it a checker pattern, it looked really bad because there was so much checkered dithering already.
I'll make the edges a bit patchier, see how that looks. I'm glad you like it though.
Rollback Post to RevisionRollBack
Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
Going to interject in and point out that Acadia & Roofed Oak trees now have individual leaves, logs and most importantly saplings in today's snapshot.
I've got to say, the textures aren't really that good. And the logs are just recolors.
As for the reason I haven't been texturing lately, Terraria 1.2 came out and well... http://imgur.com/a/6dztQ
Once that's all done and over with I'll resume.
As I've been getting more into palettes, pixel art, and the like, I've been figuring out how to hue-shift and alter RGB values to get things to look a certain way, and as I've taught myself more and more, I've started to become displeased with the consistentcy of my pack's textures, and I want to figure out a way to make everything look more consistent.
So my question is... does anyone have any tips for making the overall colors of a pack look more consistent? Is there some magic trick to making everything look "neutral" instead of some things being "warm" and some things "cool"?
I'm starting to push the limits of what I can figure out on my own... figured I'd ask for some help from the pros.
The acacia sapling isn't that bad, but the roofed oak looks like they just edited the oak sapling in msPaint.
Another anoying part about default that I noticed recently is that the Mossy Cobblestone is an edit of the old cobble, not the new one. This makes it so that it barely even links with normal cobble. Come on, Mojang.
That would look good, a skeletal mechanical frame with pig's (tapir's, Read your reply 13th while typing this.) hide stretched over with tears everywhere, gears and whatnot poking through or maybe use the outer head layer for pig tapir like features.
EDIT: Or make them some kind of minion devoted to feeding the furnace/incinerator ghasts.
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I have a question about constructing a palette. In this guide: http://kiwinuptuo.de...olors-184802567 There are examples of good and bad palette layouts, how would I go about "linking" the colours to make it look like that crossword style layout? It doesn't mention any specific colour theory to guide linking it together.
So basically, a robot body with a tapir head stretched over it... and maybe a few random fleshy bits.
As for the pallet, i don't think it's a matter of linking the colors into a crossword design. It seems like where it branches off, those colors were derived from what's in the middle. Basically, it grows into this as you make the pallet, i think. Start basic, and expand as needed if you find you need more colors. Then fall back on the colors you expanded to later. It's freedom within minimalism.
but i said KINDA based the colours
Edit: page get!
I removed the PMC page for it a few days ago. Fair portion of it is Ovo's
Also, Bonreo, mind If I use your palette for an avatar or two?
The checker pattern is a bit excessive. The dark patch near the middle caused a tiling error, but when I tried removing the centre, making it a checker pattern, it looked really bad because there was so much checkered dithering already.
I'll make the edges a bit patchier, see how that looks. I'm glad you like it though.
"And with that, POW! I'm gone." ---Lord Crump
I've got to say, the textures aren't really that good. And the logs are just recolors.
As for the reason I haven't been texturing lately, Terraria 1.2 came out and well... http://imgur.com/a/6dztQ
Once that's all done and over with I'll resume.
So my question is... does anyone have any tips for making the overall colors of a pack look more consistent? Is there some magic trick to making everything look "neutral" instead of some things being "warm" and some things "cool"?
I'm starting to push the limits of what I can figure out on my own... figured I'd ask for some help from the pros.
I still hold out some hope that these aren't the final textures-- it is a pretty feeble texturing job-- even for Minecraft.
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Some of the new flowers say hello... :/
Oh well, if minecraft was gorgeous then we wouldn't be needed to improve how it looks!
Just adding on to what dracyoshi said, there are also leaf textures for both of the trees too.
Another anoying part about default that I noticed recently is that the Mossy Cobblestone is an edit of the old cobble, not the new one. This makes it so that it barely even links with normal cobble. Come on, Mojang.
Regular on the left, and firing on the right.
Only one variant, since ghasts are not too common.
It is however animated. The fire seen in the grate flickers and glows.
I could really use ideas for pigmen though.
OMG THAT IS AMAZING
Maybe for the pigmen, you could make it look like a pig's skin has been stretched over a humanoid robot?
You mean a tapir? Pigs in my pack are for some reason tapirs. I do like the idea though.
So basically, a robot body with a tapir head stretched over it... and maybe a few random fleshy bits.
As for the pallet, i don't think it's a matter of linking the colors into a crossword design. It seems like where it branches off, those colors were derived from what's in the middle. Basically, it grows into this as you make the pallet, i think. Start basic, and expand as needed if you find you need more colors. Then fall back on the colors you expanded to later. It's freedom within minimalism.
Forgot to mention, 13th, that's a fantastic ghast. Might be my favourite mob from you I've seen yet!