I find after I stopped working on this pack for awhile, my shading on this drifted more in that direction, but I haven't made an attempt to change it yet, since the shading is what I'm going for, not meant to be hyper realistic, just meant to be 3D and give the default much more depth and life. I may see if I can find some style a bit less plastic, but the cobble and latest sandstone I find aren't very plasticy, if you find them the same or worse, then I may not be seeing exactly what you are talking about. So, LimitedWard is pretty much right, but that may change.
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Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
Honestly, I can't see why people always say stuff is pillow shaded in a bad way. What it comes down to is, does it look good? Not if it is "technically" correct. I believe that if the idea is for it to be sort of pillow shaded and is executed well then why is it wrong?
Honestly, I can't see why people always say stuff is pillow shaded in a bad way. What it comes down to is, does it look good? Not if it is "technically" correct. I believe that if the idea is for it to be sort of pillow shaded and is executed well then why is it wrong?
Your pack is a prime example of that. Pillow shading can be seen as bad for people who don't like it that way, but then, the same could be said about all packs of all sorts. It's an opinion thing, and less of a general problem, such as tiling errors.
The only thing I've found in the pack to be plastic-like
to me was the original Melon block texture, and that was fixed
quite a while ago.
That melon block actually wasn't supposed to be like that at all, I occasionally do random things to blocks as a test before working on the next texture, and that wasn't good in my opinion either. If all the changes were that small and bad looking, I wouldn't have a very good outlook on my pack.
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Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
If it works for YOU then there isn't a right or wrong way, its all subjective at the end of the day like any form of art
This pack style in its very boldness isn't about a right or wrong way of how its shaded on a texture level, it does really work well with how shaders and enhanced lighting project on it, but holds up as uniquely stylized in its own right.
I don't confess to trying tons of texture packs but can see how they are pigeon holed into styles/themes.
So......how's the progress G send it over if you want me to test it out.
Also I keep seeing you say you struggle to run shaders........ I will help you with that
If it works for YOU then there isn't a right or wrong way, its all subjective at the end of the day like any form of art
This pack style in its very boldness isn't about a right or wrong way of how its shaded on a texture level, it does really work well with how shaders and enhanced lighting project on it, but holds up as uniquely stylized in its own right.
I don't confess to trying tons of texture packs but can see how they are pigeon holed into styles/themes.
So......how's the progress G send it over if you want me to test it out.
Also I keep seeing you say you struggle to run shaders........ I will help you with that
Glad to have your support, I see where people may and may not like it, but it is a style that I think is worthy of at least not scrapping.
I'll send over the files and let you check it out, and I may be releasing it at some point. Feel free to post screenshots, but in particular, I'm looking for feedback on the lamp and stone brick textures, because I'm not sure about those.
About the shaders, I found them early on, at the stage where it was just dynamic shadows, but since then I see people posting screenshots with more realistic shading and lighting as well as features such as blocks being reflective while it's raining and a lot more stuff. I really want to get it to work, but I tried to before and failed at it, and unless I'm mistaken, one needs Optifine to use it, and I heard that Optifine lacks some features that MCPatcher has, like partially transparent glass. I may be able to balance out the features Optifine wouldn't have if it isn't anything big, but I wouldn't want to give up CTM altogether or anything like that.
I'm also not sure if my computer can run it. In full vanilla minecraft, I get inconsistent 45 - 50 fps, so I'm not sure how hard the shaders are on it.
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Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
Glad to have your support, I see where people may and may not like it, but it is a style that I think is worthy of at least not scrapping.
I'll send over the files and let you check it out, and I may be releasing it at some point. Feel free to post screenshots, but in particular, I'm looking for feedback on the lamp and stone brick textures, because I'm not sure about those.
About the shaders, I found them early on, at the stage where it was just dynamic shadows, but since then I see people posting screenshots with more realistic shading and lighting as well as features such as blocks being reflective while it's raining and a lot more stuff. I really want to get it to work, but I tried to before and failed at it, and unless I'm mistaken, one needs Optifine to use it, and I heard that Optifine lacks some features that MCPatcher has, like partially transparent glass. I may be able to balance out the features Optifine wouldn't have if it isn't anything big, but I wouldn't want to give up CTM altogether or anything like that.
I'm also not sure if my computer can run it. In full vanilla minecraft, I get inconsistent 45 - 50 fps, so I'm not sure how hard the shaders are on it.
Why not try a program called Chunky? That's what I used for the screenshots I provided
Hey G, yes shaders use optifine so you cant have MCpatcher running as they conflict. You can use CTM, and most things with Optifine that you would want to see in the pack. If you run a older version of the shaders (like me) its doesnt have all the bumps/specular etc but has the nice lighting/shadows, moving trees/grass and water. This is more than enough to satisfy me (for now) and is less demanding on PC.
.
Been having a play with your pack. Looking good so far, somethings stand out so i will go through some of my findings.
Some texture still aren't as crisp as others, i really like the cobble but it looks a different style to some of the other blocks, you can see this in the screen shot below with the cobble,stone brick in a line.
Shadowing inconsistency, some of the blocks have very dark shadowing, some have more subtle shadows, if you can get them more the same the lighting of the pack will be much more consistent.
Colours are great, like stone, red bricks grass just all works together really nicely, and of course i'm seeing it enhanced with SEUS.
Ores still look like they float in front of the stone, what if the stone had parts removed and the ores were recessed inside? Or if you want them sticking out then get some shadowing on the under side opposite your light source direction
Red stone lamp.......... you asked me to look at it but it looks scaled up default, have you done a texture for this or am i looking at the wrong block?
Stone bricks, again side by side with the cobble, they aren't quite as crisp and have a lighter shadow, but the style fits fine.
The blocks in the pack are mostly subject to change, most aren't final, except cobble. I'm happy with the cobble so I'm using it as a theme setter for the rest of the textures, so to make the blocks more consistant, I'll need to start working on giving them a style more similar to the cobblestone.
The shadows are something that are very inconsistant, and I fully intend to fix that, but some of the textures have designs that are hard to shade. The lighting and edge shading on the cobble is thin, sharp and strong, and the shadows are blurred and subtle, so I will try to keep that though and remake some blocks that are off. The stone brick really isn't looking nice to me, so I will work with that first.
The lamp is definitely not finished, but what I did do is just experimental. The shading on the inactive lamp is supposed to make the frame bars look round. The active one is also supposed to, but I tried a different style. If you take something round, say a pen or a pencil, you take it into a dark room and put a flashlight behind it, you will see brightened colour on the sides, and the middle is appears completely black. I tried to incorporate that effect into the lamp, but it doesn't really look good... At all...
I tried to give the stone a bit of a dropshadow over the ores, but the light shading still makes it look raised, and I really didn't expect much, I am going to change the light shading to look recessed as well.
Oh, based on those screens, it doesn't look like you have the latest stone. Did you get the new one with the shading over the other levels of grey?
Release a beta pack! I've been playing with this pack for a while and I absolutely love it, I think others will too!
I guess it would get some more feedback that way. I'll either fix or get rid of the experiments and bad textures, then release a beta version. I have really little of it done, so I think it should stay in this section until I have more done on it.
I notice I didn't answer your last post
I'll look that up and see what I can find. I just recently attempted Optifine, and I really don't like it. (Don't kill me )
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Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
Honestly I'm LOVING this texture pack's progress. It looks SO good and I love how you kept it default but with a little extra in it! So I was wondering if I could test the pack?
Honestly I'm LOVING this texture pack's progress. It looks SO good and I love how you kept it default but with a little extra in it! So I was wondering if I could test the pack?
I'm releasing a very early test version shortly (shortly today), so rather than going through the process of sending you a copy somehow, I'll release it and you can try it out from this thread. I'll change the thread title when I add a download.
I'm glad you like it!
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Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
Ok, a little bump here with some news. I have recently got an understanding of bump mapping, and I'm going to apply it to this pack, with it fitting the style. The first thing I have to show is the pumpkin. With this feature, the directional perspective error is gone, and it looks 3D from all angles. Check it out!
Ignore the other textures, I did the pumpkin as an experiment in another pack I'm working on that simply adds bump mapping support to the defaults.
Ok, a little bump here with some news. I have recently got an understanding of bump mapping, and I'm going to apply it to this pack, with it fitting the style. The first thing I have to show is the pumpkin. With this feature, the directional perspective error is gone, and it looks 3D from all angles. Check it out!
Ignore the other textures, I did the pumpkin as an experiment in another pack I'm working on that simply adds bump mapping support to the defaults.
I'm going to update the download soon, but the problem is that bump-mapping requires a terrain_nh, and all blocks are effected. Even if I erase everything unfinished from the terrain_nh, the game will read it as low opacity layers so most blocks will ignore the shaders. Once I get that figured out, I will update!
Oh, also, the new pumpkin uses bump-mapping, which only works with Optifine and the SEUS mod installed, so I'm still looking for an idea to enhance the vanilla pumpkin without the shaders.
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Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
Looking good G, it didn't take you long to become a shader convert
Bump maps and specular maps are so going to be a wonderful compliment to this pack its made for it! Some packs look just plain weird as too much detail and really organic shapes i think spoil the effect of the bump map.
I'm going to wait till i get into making the bump/spec files till mines all done but i know who i'll turn to for advice when i'm ready as you will be an expert
Looking good G, it didn't take you long to become a shader convert
Bump maps and specular maps are so going to be a wonderful compliment to this pack its made for it! Some packs look just plain weird as too much detail and really organic shapes i think spoil the effect of the bump map.
I'm going to wait till i get into making the bump/spec files till mines all done but i know who i'll turn to for advice when i'm ready as you will be an expert
Thanks. Yeah, I intended to add bump mapping from when I started this for, if no other reason, to fix the pumpkin, but when I figured out how to make normal maps, and that I could use them now, I started right away. The tutorial you posted really helped, but now I'm not sure which I prefer the look of... Hand-made maps or filtered maps? I'll have an example of the difference up (most likely in my Definitance thread first, because I'm adding it for that too), and see what everyone else thinks, but I'm just glad I finally have it working.
I also think that it should suit the pack, and I think it will make it more unique, because the other similar default edits, like R3dCraft or Vanilla Series don't use bump mapping, and my, apparently plasticy style, should suit the bump mapping better anyway.
I think your pack will look great with it, but it's definitely something you can take as long as you need for, because your pack is looking amazing without them.
On a side thing, I practised hand-making normal maps on the Tronic pack, among other packs, and let me tell you, Tronic looks amazing with bump mapping. It was what Tronic was meant to be!
I don't think it's too complex, so you should have an easy time figuring it out, but if there is one thing I could offer you at that point, it would probably be a simple palette. The colours it uses are difficult to decipher from other packs, but I think I've just about figured it out, so I may have a palette with the colours it uses and a list of what each one is for that I could use as a reference and also to give you when you start making it for your pack.
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Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
I think that's the point/goal of the texture pack.
I find after I stopped working on this pack for awhile, my shading on this drifted more in that direction, but I haven't made an attempt to change it yet, since the shading is what I'm going for, not meant to be hyper realistic, just meant to be 3D and give the default much more depth and life. I may see if I can find some style a bit less plastic, but the cobble and latest sandstone I find aren't very plasticy, if you find them the same or worse, then I may not be seeing exactly what you are talking about. So, LimitedWard is pretty much right, but that may change.
"And with that, POW! I'm gone." ---Lord Crump
The only thing I've found in the pack to be plastic-like
to me was the original Melon block texture, and that was fixed
quite a while ago.
Your pack is a prime example of that. Pillow shading can be seen as bad for people who don't like it that way, but then, the same could be said about all packs of all sorts. It's an opinion thing, and less of a general problem, such as tiling errors.
That melon block actually wasn't supposed to be like that at all, I occasionally do random things to blocks as a test before working on the next texture, and that wasn't good in my opinion either. If all the changes were that small and bad looking, I wouldn't have a very good outlook on my pack.
"And with that, POW! I'm gone." ---Lord Crump
This pack style in its very boldness isn't about a right or wrong way of how its shaded on a texture level, it does really work well with how shaders and enhanced lighting project on it, but holds up as uniquely stylized in its own right.
I don't confess to trying tons of texture packs but can see how they are pigeon holed into styles/themes.
So......how's the progress G send it over if you want me to test it out.
Also I keep seeing you say you struggle to run shaders........ I will help you with that
Glad to have your support, I see where people may and may not like it, but it is a style that I think is worthy of at least not scrapping.
I'll send over the files and let you check it out, and I may be releasing it at some point. Feel free to post screenshots, but in particular, I'm looking for feedback on the lamp and stone brick textures, because I'm not sure about those.
About the shaders, I found them early on, at the stage where it was just dynamic shadows, but since then I see people posting screenshots with more realistic shading and lighting as well as features such as blocks being reflective while it's raining and a lot more stuff. I really want to get it to work, but I tried to before and failed at it, and unless I'm mistaken, one needs Optifine to use it, and I heard that Optifine lacks some features that MCPatcher has, like partially transparent glass. I may be able to balance out the features Optifine wouldn't have if it isn't anything big, but I wouldn't want to give up CTM altogether or anything like that.
I'm also not sure if my computer can run it. In full vanilla minecraft, I get inconsistent 45 - 50 fps, so I'm not sure how hard the shaders are on it.
"And with that, POW! I'm gone." ---Lord Crump
I like some texture packs with that plastic-y feel to them that's not completely overdone
Why not try a program called Chunky? That's what I used for the screenshots I provided
.
Been having a play with your pack. Looking good so far, somethings stand out so i will go through some of my findings.
Some texture still aren't as crisp as others, i really like the cobble but it looks a different style to some of the other blocks, you can see this in the screen shot below with the cobble,stone brick in a line.
Shadowing inconsistency, some of the blocks have very dark shadowing, some have more subtle shadows, if you can get them more the same the lighting of the pack will be much more consistent.
Colours are great, like stone, red bricks grass just all works together really nicely, and of course i'm seeing it enhanced with SEUS.
Ores still look like they float in front of the stone, what if the stone had parts removed and the ores were recessed inside? Or if you want them sticking out then get some shadowing on the under side opposite your light source direction
Red stone lamp.......... you asked me to look at it but it looks scaled up default, have you done a texture for this or am i looking at the wrong block?
Stone bricks, again side by side with the cobble, they aren't quite as crisp and have a lighter shadow, but the style fits fine.
Okay heres some screenies for you.
Thanks for the great feedback!
The blocks in the pack are mostly subject to change, most aren't final, except cobble. I'm happy with the cobble so I'm using it as a theme setter for the rest of the textures, so to make the blocks more consistant, I'll need to start working on giving them a style more similar to the cobblestone.
The shadows are something that are very inconsistant, and I fully intend to fix that, but some of the textures have designs that are hard to shade. The lighting and edge shading on the cobble is thin, sharp and strong, and the shadows are blurred and subtle, so I will try to keep that though and remake some blocks that are off. The stone brick really isn't looking nice to me, so I will work with that first.
The lamp is definitely not finished, but what I did do is just experimental. The shading on the inactive lamp is supposed to make the frame bars look round. The active one is also supposed to, but I tried a different style. If you take something round, say a pen or a pencil, you take it into a dark room and put a flashlight behind it, you will see brightened colour on the sides, and the middle is appears completely black. I tried to incorporate that effect into the lamp, but it doesn't really look good... At all...
I tried to give the stone a bit of a dropshadow over the ores, but the light shading still makes it look raised, and I really didn't expect much, I am going to change the light shading to look recessed as well.
Oh, based on those screens, it doesn't look like you have the latest stone. Did you get the new one with the shading over the other levels of grey?
"And with that, POW! I'm gone." ---Lord Crump
I guess it would get some more feedback that way. I'll either fix or get rid of the experiments and bad textures, then release a beta version. I have really little of it done, so I think it should stay in this section until I have more done on it.
I notice I didn't answer your last post
I'll look that up and see what I can find. I just recently attempted Optifine, and I really don't like it. (Don't kill me )
"And with that, POW! I'm gone." ---Lord Crump
I'm releasing a very early test version shortly (shortly today), so rather than going through the process of sending you a copy somehow, I'll release it and you can try it out from this thread. I'll change the thread title when I add a download.
I'm glad you like it!
"And with that, POW! I'm gone." ---Lord Crump
Ignore the other textures, I did the pumpkin as an experiment in another pack I'm working on that simply adds bump mapping support to the defaults.
"And with that, POW! I'm gone." ---Lord Crump
Looks amazing
Thank you!
I'm going to update the download soon, but the problem is that bump-mapping requires a terrain_nh, and all blocks are effected. Even if I erase everything unfinished from the terrain_nh, the game will read it as low opacity layers so most blocks will ignore the shaders. Once I get that figured out, I will update!
Oh, also, the new pumpkin uses bump-mapping, which only works with Optifine and the SEUS mod installed, so I'm still looking for an idea to enhance the vanilla pumpkin without the shaders.
"And with that, POW! I'm gone." ---Lord Crump
Bump maps and specular maps are so going to be a wonderful compliment to this pack its made for it! Some packs look just plain weird as too much detail and really organic shapes i think spoil the effect of the bump map.
I'm going to wait till i get into making the bump/spec files till mines all done but i know who i'll turn to for advice when i'm ready as you will be an expert
Thanks. Yeah, I intended to add bump mapping from when I started this for, if no other reason, to fix the pumpkin, but when I figured out how to make normal maps, and that I could use them now, I started right away. The tutorial you posted really helped, but now I'm not sure which I prefer the look of... Hand-made maps or filtered maps? I'll have an example of the difference up (most likely in my Definitance thread first, because I'm adding it for that too), and see what everyone else thinks, but I'm just glad I finally have it working.
I also think that it should suit the pack, and I think it will make it more unique, because the other similar default edits, like R3dCraft or Vanilla Series don't use bump mapping, and my, apparently plasticy style, should suit the bump mapping better anyway.
I think your pack will look great with it, but it's definitely something you can take as long as you need for, because your pack is looking amazing without them.
On a side thing, I practised hand-making normal maps on the Tronic pack, among other packs, and let me tell you, Tronic looks amazing with bump mapping. It was what Tronic was meant to be!
I don't think it's too complex, so you should have an easy time figuring it out, but if there is one thing I could offer you at that point, it would probably be a simple palette. The colours it uses are difficult to decipher from other packs, but I think I've just about figured it out, so I may have a palette with the colours it uses and a list of what each one is for that I could use as a reference and also to give you when you start making it for your pack.
"And with that, POW! I'm gone." ---Lord Crump