Can I get an opinion on these wooden planks? I'm afraid that the old ones are much too shiny. I'm gonna work on perfecting (yeah right) some of these old textures before I move onto brand new blocks. I'm also contemplating changing stone so that I can use that cobble up there. (Maybe I won't get tied to my radiator after all.)
It seems like the new one could use just a bit more shading. And to be honest, I'm not looking forward to tying you to the radiator either but you really need to use the new cobble. So I had to do something to get you moving. I'll use that from now on...
More shadows or more highlights? I'll see if I can make the cobble work, but I might be able to make a better one!
I guess that's it for raw wood products. I just threw together the top-of-the-log texture real quick. I'm real happy how it turned out :). Made the same changes I did to the oak wood to the rest of the plank colors.
Here's that stone I was talking about, still a concept design in this stage. I still like my old stone better. Maybe I won't use this cobblestone after all! Going to try some more cobblestone designs.
Since I went back and made the dirt less shiny yesterday, do you guys think the stone looks better without the shiny spots? I kind of do, now that I see it.
This is nice but I really feel like it should be at least a *little* bit more defined. The textures are very nicely made but because they all gradient from light to dark with no real variation it makes them look a little too blurry and sort of like I'm looking at the game when it's out of focus... Dunno if that's the look you're going for or not though, if it is then well done, you've done a great job, it's just not my thang. If it's not then try adding some darker lines to make the lumps in the stone and the dirt, etc. stand out more.
The work you showed off on the Texture Artists Union was pretty astonishing.
I think the main problem with this pack was your use of bleeding pixels. This is especially prominent
with your dirt and stone. The limited break in the flow from one pixel to the next created this false shading effect.
Your dithering in the work you posted in the TAU and even in your signature shows off better techniques both
with regard to your use of coloring and dithering.
I honestly wouldn't mind you giving this pack. Just start a new one up soon...
Thanks, it's all good practice to me. Maybe with what I learned though this can help me make a finish-able pack, but for now, I'll keep making a bunch of random textures and skins for extra practice until I get a bit better at doing this. That's why I enjoy palette challenges and other competitions, because you get to spend a little time to work and compare with others, often time that is the best practice you can get.
More shadows or more highlights? I'll see if I can make the cobble work, but I might be able to make a better one!
lol
Still don't quite know what you mean.
Anyway, If I do make another stone texture, I wanna try to make it look like this:
Edit: Here's something cool I just found out you can do in gimp by using the clipboard as a brush.
edit: oh that's dirt? I think you should make it look more like dirt XD I thought it was stone or cobble.
Oops, haha. I should stop skimming over posts XD
It's dead for now.
I was playing on Hardcore!
I think the main problem with this pack was your use of bleeding pixels. This is especially prominent
with your dirt and stone. The limited break in the flow from one pixel to the next created this false shading effect.
Your dithering in the work you posted in the TAU and even in your signature shows off better techniques both
with regard to your use of coloring and dithering.
I honestly wouldn't mind you giving this pack. Just start a new one up soon...