I would like to test it out, but... I imagine I could run a 128x128, but a 128x128 with the shaders mod is far too much on my computer. I normally stick to 64x64 and below, but even with 16x16, it has a hard time with the shaders mod. (plus, I have a really hard time trying to install it, it's rather... complex. Unless there is an easier one)
So, yeah, I could test it for you and leave feedback on it. But I wouldn't be able to use the unbelievable shaders mod or bump mapping (if your pack has it) or anything like that.
Atlantic, it should say on my profile. Never mind, it doesn't
Ok, well really all you would need its the basic pack so far and give you access to the test map so you can join me in game, of course you can try it with any map as well.
In that case i will need to sort out some files for you, I can email it if you PM me your email addy, its under 3mb
Great stuff, just got back in and i think i'm in metal texture mood tonight
New ones tonight are Red stone and Iron ore, ores are tricky they can be so jarring because they need to stand out but also fit in. I wanted then to all be different but still have continuity with the pack.
I like how you made it look more like an old iron block while most people make it look new and clean.
It started quite clean when roughing it out but I just liked the more worn look as I got into the shading. Also was important to push more of the style into the art and away from very real texture packs.
Those ores look simply amazing, and extremely realistic! The coal, I must say, is the least realistic because, despite being realistic in idea, doesn't seem to be attached to the stone. It looks like it is floating against the stone, rather than being embedded. It still looks nice!
One glitch I notice is in the bricks. You appear to have made a "gap" or space between bricks on the top and the bottom, so in-game, when they are tiled, the space between the bottom of one block and the top of the next is twice as thick as the rest. I like the darker red bricks though, it is more realistic than all being one brightness. A building near to where I live actually painted red on every brick to get rid of dark spots, that just shows that is isn't natural to have them all look the same colour.
Rollback Post to RevisionRollBack
Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
You take a unique approach on every single texture. Even doing a tried and tested design you make it your own. I love it!
Thanks Its tough to do something different, i know how i want the pack to look and feel so I'm doing my best to make sure it flows but you have a lot visual data working at higher resolutions and that's even tougher. Don't get me wrong there's some stunning low res packs about with well thought out placement of pixels in such a small area! The overall presentation will hopefully appeal as its not strongly themed but just kinda jells well and makes a rather fun game world. More importantly I like being in it lol
That iron block is exactly what I talked about last night. It looks interesting, even though there is no huge amount of detail except for the scratches, dents and bolts, but I will for sure remember it when I think of your texture pack. Same goes for dirt and sand by the way.
Many more blocks to come Moo! i may just sway you over to the Syclone side yet..........
Those ores look simply amazing, and extremely realistic! The coal, I must say, is the least realistic because, despite being realistic in idea, doesn't seem to be attached to the stone. It looks like it is floating against the stone, rather than being embedded. It still looks nice!
One glitch I notice is in the bricks. You appear to have made a "gap" or space between bricks on the top and the bottom, so in-game, when they are tiled, the space between the bottom of one block and the top of the next is twice as thick as the rest. I like the darker red bricks though, it is more realistic than all being one brightness. A building near to where I live actually painted red on every brick to get rid of dark spots, that just shows that is isn't natural to have them all look the same colour.
Hey, Corner. Looking forward to hearing what you think of the terrain.png i sent (i will send another update tomorrow)
Yep noted on Coal, i'll bury that sucker back into the stone!
Ah, I have the bricks on my list of fixes the greyish mortar as you said too thick on one edge.
^He brings up good points, but in my personal opinion, I think the style is set, and the stone seems to match the style. I agree that the redstone is amazingly well done, but I think the diamond could also be a bit shinier (so the diamonds a bit darker would make good lapis). The iron and gold appear quite realistic, but to fix the "wallpaper stone" issue, you could add some thicker dark and light shading on the stone around the mineral, so it appears the stone is thicker.
Also, I made a few display rooms in my TP test map for the textures you have done, and it looks amazing! (I use that word a lot, don't I?)
Woah.
Keep it up.
I really like this textures. There aren't many 128x texture packs that meet my liking, they're too crowded, or don't tile very well, or I just plain don't like them.
But this, I would use. Definitely.
Hi, great to hear glad you like it. Keep checking back i'm trying to update it daily until theres enough to release a early download.
Hah, not with the ores that you made there! Even though they look really nice, they don´t make much sense in my opinion. Coal is way too shiny, gold looks too much like leaf gold and iron looks like there is new layer behind the whole wall while the stone is just a thin wallpaper.
What I like is the redstone ore, there is nothing wrong with it and it looks remarkably three-dimensional and glowing. I´m not sure what the blue ore is, but it would be a better lapis than diamond - just needs to be a little bit darker.
But again, the biggest problem for me is the coal and I already mentioned that I think the stone is too reflective as well. It´s just too polished and clean and especially in this picture it looks more like tinfoil than naturally occuring stone.
No offense, I just want to describe it as explicit as possible. And again, the ores look really really nice and I have no idea how you made this without a 3D program or stock textures and especially in this short time, but they just don´t look like what they should display - at least to me.
Ah well, can't please 'em all and of course no offense. The general vibe is people would use it, but more importantly so will I. I'll work into tthe ores on some of the areas you pointed out. Iron ore agreed needs more depth, coal i quite like but will set it back. Diamonds are my least fav at the moment.
As for the rock (which i do like) i'm going to do another version with a little less contrast and bit more texture just to see
As for the general compliment of quality etc, thanks. I'm used to working fast you had to when on schedules, deadlines, and publishers screaming for more updates ( i dont miss publishers) so yeah i guess i dont hang about. I have learnt which tools get the results i need as theres more than one way to skin a cat. At the end of the day what we all actually draw maybe liked by some and hated by others, its all pretty subjective.
Main tools i use are pencil dodge/burn, smudge and don't forget OFF SET. Also i get quick results with using PS styles like drop shadow/glow and i use multiple layers of transparency to layer shading effects/styles and yes as i've said i've taken a few images i've sourced and worked them into some textures or used as reference like how many 3d artists build textures. I in no way place every pixel like you have to in low res packs, i'd be a day on one block, so it just wouldn't happen. Also use a Wacom graphics tablet, then switch to mouse if placing single pixels..... i like the click, click.
With the amount of time you had taken to reply,critque etc your welcome to have a look at the PNG on some of your maps and it still may change or areas redrawn. I'm kinda happy with it and i know parts dont work for you so i don't expect sugar coating. I also should really take a look at what you have done Any links? (and I dont mean so i can just knock your work) liked your sushi pixel art in the union thread by the way.
^He brings up good points, but in my personal opinion, I think the style is set, and the stone seems to match the style. I agree that the redstone is amazingly well done, but I think the diamond could also be a bit shinier (so the diamonds a bit darker would make good lapis). The iron and gold appear quite realistic, but to fix the "wallpaper stone" issue, you could add some thicker dark and light shading on the stone around the mineral, so it appears the stone is thicker.
Also, I made a few display rooms in my TP test map for the textures you have done, and it looks amazing! (I use that word a lot, don't I?)
Yup, will work into them a bit more, at least the Sphax style is getting less and less
Ooh would like to see the test rooms you made, when you get the chance post up some pics
Alright, but the rooms aren't that great, or large, they're just test rooms.
You can see the brick problem in the 4th screenshot. Also, I personally don't think the shading around the sandstone side texture is helping much. I like the sandstone texture, and it seems to tile well, so I think you should remove it and have a seamless texture. Oh, and I don't see what the blue is supposed to be on the obsidian, but I think having the lines in red would look like cracks in cooled lava.
Alright, but the rooms aren't that great, or large, they're just test rooms.
You can see the brick problem in the 4th screenshot. Also, I personally don't think the shading around the sandstone side texture is helping much. I like the sandstone texture, and it seems to tile well, so I think you should remove it and have a seamless texture. Oh, and I don't see what the blue is supposed to be on the obsidian, but I think having the lines in red would look like cracks in cooled lava.
Cheers for posting up, doh ignore that weird Obsidian block! I forgot that was still in there was mucking about, you can get rid of that screen shot or just change the floor ha
Can try the Sandstone like that sure thing
How do you find the general look on just a basic seed as a world to explore? maybe post some complete world pics.
I'll get another PNG over.
Ok, a bit of tweaking with the stone.
3 being the current one.
Does anyone know a way i can stop IMGUR image host from sampling the images when uploaded as you loose some clarity
It kinda surprises me that you primarily speak of using the pencil tool, because I would have thought of different brushes for such a high resolution - though I´ve got little to no experience with hd textures yet and it will most probably stay like this, because I can´t imagine to enjoy making them. Instead I prefer the lower resolutions from 16x16 to 32x32 max, for this game, just because of the way they look.
Anyway, I would be glad to test your pack, so just send me a pm with the link and I will check it out soon. The resolution won´t be a problem, but I can´t effectively play with shaders on, because I´m running a 32bit machine and those things seem to eat up my CPU within seconds.
Since you asked, I´ve got a texture pack in the making myself. You can find a link in my signature or just click here to take a look at it.
Yes the odd brush can help, 128 isn't to me that high res. 1024 now thats hard work, with nextgen/pc demanding more realism i feel for todays texture artists, another big reason only the big dev teams can survive and games just get shorter and suffer as it takes too long for texture and 3D asset creation and at the same time i've done so many tile sets,sprites and anims with limited palettes and restrictions I kinda want to be somewhere in the middle i guess. Even if MC was designed around a retro look its scope for customization opens it to all sorts.
Zelda work so far indeed you have a skill with pixels, and there is some bits as it stands that let it down. Was an avid Zelda player on Snes. Is it just a hobby? I'll comment more on the thread though.
Gold block is still a work in progress just working on the form bit of shading and which direction to go, but thought there could be something in it? Its not going to be super tileable but i dont see too many constructions out of gold blocks, more a special block here and there.
Ok, well really all you would need its the basic pack so far and give you access to the test map so you can join me in game, of course you can try it with any map as well.
In that case i will need to sort out some files for you, I can email it if you PM me your email addy, its under 3mb
Great stuff, just got back in and i think i'm in metal texture mood tonight
I'll respond in more depth a bit later as i'm working on some more Ores at the mo, Red stone is almost done.
New ones tonight are Red stone and Iron ore, ores are tricky they can be so jarring because they need to stand out but also fit in. I wanted then to all be different but still have continuity with the pack.
As always feed back welcome.
But the iron is a bot hard to spot, maybe make it darker.
One glitch I notice is in the bricks. You appear to have made a "gap" or space between bricks on the top and the bottom, so in-game, when they are tiled, the space between the bottom of one block and the top of the next is twice as thick as the rest. I like the darker red bricks though, it is more realistic than all being one brightness. A building near to where I live actually painted red on every brick to get rid of dark spots, that just shows that is isn't natural to have them all look the same colour.
"And with that, POW! I'm gone." ---Lord Crump
Thanks Its tough to do something different, i know how i want the pack to look and feel so I'm doing my best to make sure it flows but you have a lot visual data working at higher resolutions and that's even tougher. Don't get me wrong there's some stunning low res packs about with well thought out placement of pixels in such a small area! The overall presentation will hopefully appeal as its not strongly themed but just kinda jells well and makes a rather fun game world. More importantly I like being in it lol
Many more blocks to come Moo! i may just sway you over to the Syclone side yet..........
Hi, and thanks.
Anyone who takes the time to reply i will always try and reply, least i can do unless its gets silly
Noted on the Iron ore, it looked pretty visible in game will look again though.
Hey, Corner. Looking forward to hearing what you think of the terrain.png i sent (i will send another update tomorrow)
Yep noted on Coal, i'll bury that sucker back into the stone!
Ah, I have the bricks on my list of fixes the greyish mortar as you said too thick on one edge.
Also, I made a few display rooms in my TP test map for the textures you have done, and it looks amazing! (I use that word a lot, don't I?)
"And with that, POW! I'm gone." ---Lord Crump
Hi, great to hear glad you like it. Keep checking back i'm trying to update it daily until theres enough to release a early download.
Ah well, can't please 'em all and of course no offense. The general vibe is people would use it, but more importantly so will I. I'll work into tthe ores on some of the areas you pointed out. Iron ore agreed needs more depth, coal i quite like but will set it back. Diamonds are my least fav at the moment.
As for the rock (which i do like) i'm going to do another version with a little less contrast and bit more texture just to see
As for the general compliment of quality etc, thanks. I'm used to working fast you had to when on schedules, deadlines, and publishers screaming for more updates ( i dont miss publishers) so yeah i guess i dont hang about. I have learnt which tools get the results i need as theres more than one way to skin a cat. At the end of the day what we all actually draw maybe liked by some and hated by others, its all pretty subjective.
Main tools i use are pencil dodge/burn, smudge and don't forget OFF SET. Also i get quick results with using PS styles like drop shadow/glow and i use multiple layers of transparency to layer shading effects/styles and yes as i've said i've taken a few images i've sourced and worked them into some textures or used as reference like how many 3d artists build textures. I in no way place every pixel like you have to in low res packs, i'd be a day on one block, so it just wouldn't happen. Also use a Wacom graphics tablet, then switch to mouse if placing single pixels..... i like the click, click.
With the amount of time you had taken to reply,critque etc your welcome to have a look at the PNG on some of your maps and it still may change or areas redrawn. I'm kinda happy with it and i know parts dont work for you so i don't expect sugar coating. I also should really take a look at what you have done Any links? (and I dont mean so i can just knock your work) liked your sushi pixel art in the union thread by the way.
Yup, will work into them a bit more, at least the Sphax style is getting less and less
Ooh would like to see the test rooms you made, when you get the chance post up some pics
You can see the brick problem in the 4th screenshot. Also, I personally don't think the shading around the sandstone side texture is helping much. I like the sandstone texture, and it seems to tile well, so I think you should remove it and have a seamless texture. Oh, and I don't see what the blue is supposed to be on the obsidian, but I think having the lines in red would look like cracks in cooled lava.
"And with that, POW! I'm gone." ---Lord Crump
Cheers for posting up, doh ignore that weird Obsidian block! I forgot that was still in there was mucking about, you can get rid of that screen shot or just change the floor ha
Can try the Sandstone like that sure thing
How do you find the general look on just a basic seed as a world to explore? maybe post some complete world pics.
I'll get another PNG over.
Ok, a bit of tweaking with the stone.
3 being the current one.
Does anyone know a way i can stop IMGUR image host from sampling the images when uploaded as you loose some clarity
Yes the odd brush can help, 128 isn't to me that high res. 1024 now thats hard work, with nextgen/pc demanding more realism i feel for todays texture artists, another big reason only the big dev teams can survive and games just get shorter and suffer as it takes too long for texture and 3D asset creation and at the same time i've done so many tile sets,sprites and anims with limited palettes and restrictions I kinda want to be somewhere in the middle i guess. Even if MC was designed around a retro look its scope for customization opens it to all sorts.
Zelda work so far indeed you have a skill with pixels, and there is some bits as it stands that let it down. Was an avid Zelda player on Snes. Is it just a hobby? I'll comment more on the thread though.
O.k i'll get a PNG over, just PM me a email addy.
Gold block is still a work in progress just working on the form bit of shading and which direction to go, but thought there could be something in it? Its not going to be super tileable but i dont see too many constructions out of gold blocks, more a special block here and there.
Netherrack looks quite sinister in game.
No ideas for the gold block, it's pretty much just as you said it is.
Profile pic by Cheshirette c:
Hi thanks for the feed back. I've taken the red down a little it looks quite hellish but i kinda like that, the nether is not a nice place
Update on the gold block, this is crying out for a shader specular map at some point.