Nice! It looks very 3d also do you do that by just by a pencil? Pixel by pixel?
262144 pixels is a bit much, don't you think?
Usually even 64x isn't done pixel by pixel, if you use inferring skills it's easy to find out that he obviously didn't do it pixel by pixel.
Then how do you do that? I can't use a brush to make that kind of look!
There's a few various filters and effects you can use, plus a lot of by-hand alterations. I can't say for sure how he did it, but it was probably not all by hand.
Fail -
Yep that's Wacom style tech for ya Fail. It's more like drawing than pixeling, both take patience and experience to make look good, a good sense of color theory does help. Is kinda like my pack... Yeah there's *some* pencil tool use but I use brushes for everything else. Usually the hard round while playing with opacity and flow.
Minecraftian -
Epic Endstone, did you decide upon the yellowish tone based on the current default color. I've always preferred it when it was white personally. The yellow just don't click right for me.
Doc -
Sorry for that... I must have not seen it XD I just remember a paper birch tree from where I used to work at that was all kinds of scroll-iness. grit and rich in texture.
Ravand -
I think the only real issue is that the content is not yours to be making money from. However your site you can make money off of akin to google ads/banner ads/donation. Even in Adfoc.us rules(*I think, just got done with a 50+hr work week and a bit rusty without sleep} is stipulations that state the content must be under your copyright or it's possibly illegal, that might be to some stuff like warez and music, but our shiz is still under the same protections.
Now if you were to simply link to our threads or as one person had done Our Adfoc.us/Adf.ly and have your own google ad stuff on the page... there wouldn't be any real biggie.
Ringo -
If anything you could use the tones of the brick to give you a better idea of the palette you want. Large images to small end up cruddy... pixelation is a pain
Nice! It looks very 3d also do you do that by just by a pencil? Pixel by pixel?
As a few have already said before me, no, I didn't do it pixel by pixel; doing so would be enormously inefficient. There is a lot of manual drawing over larger areas, sometimes on the pixel level to get the shapes perfect and round out edges. That's aided by an occasional filter or (rarely) a photo, plus careful blending of many layers of different textures I've already made.
Is it just me, or does the shading look... upside-down?
Yeah, I used the default texture as a reference for it, which is basically a color-inverted, yellow-tinted cobblestone. I think it helps complement the weirdness of the End.
Minecraftian - Epic Endstone, did you decide upon the yellowish tone based on the current default color. I've always preferred it when it was white personally. The yellow just don't click right for me.
I kept the yellow because now we have quartz, which properly fills the white-nonflammable-building-block niche that End stone used to sort of be in. Keeping it yellow makes it less drastically different from default, as well as keeping more block color variation.
I also said that the site just started a few days ago, ofcourse there aren't all of the "good" texture packs listed on the page and there will be own written articles on each texture pack too, they should simply act as placeholders for now. And don't get me wrong when i say not 100% finished, with that i mean texturepacks that barely have textures changed and are getting posted on PMC and MCF and there are many many of those who arent even 10% finished.
Also, does anyone know of an aproximate vanilla lightmap "template"? I know vanilla doesn't actually use an image to determine lighting, but is there any kind of accurate replica I could use as a base?
I also said that the site just started a few days ago, ofcourse there aren't all of the "good" texture packs listed on the page and there will be own written articles on each texture pack too, they should simply act as placeholders for now. And don't get me wrong when i say not 100% finished, with that i mean texturepacks that barely have textures changed and are getting posted on PMC and MCF and there are many many of those who arent even 10% finished.
Give it some time you will see it will change.
Yes, I know it's just starting out, but I feel there are major changes needed (as covered in my last post) that need to happen for the site to be beneficial. I don't think that time and a more diverse pack selection are enough.
I say this: add user accounts (preferably with signing in with other accounts like google) that seemingly is just for commenting. Users then can use a contact form to request publishing rights for a piece of work on the site. The site maintainer or a reviewer or even dedicated QA agent reviews the work and responds accordingly:
work is stolen (consists only of other artists' work, or copy-protected photos)
work contains media that they do not have rights to use (original work, but contains copy-protected art or music that must be removed)
the resource pack does not work (improperly zipped)
work does not meet standards
work is not professional (does not meet standards, poor taste, vulgarity, racism, etc.)
work meets standards but needs to be more complete (what is done is good, but only basic blocks are done)
work meets almost meets standards, needs more work (some textures are good, others need to be redone)
publishing rights for work granted
(or a combo, maybe a few more situational things. In a few cases, feedback could be given on what the biggest issues are)
Then, if an artist gains the rights they may post their work as it is now. However, sections within a section could be defined, "staff review, artists description, user reviews", so users could get more info from different perspectives. Users could do lengthy reviews of packs on what they like and don't like, and how it could improve. Staff could also review work submitted by artists later, if it gets enough attention or is exceedingly good.
The problem with MCF and PMC is not the packs-there are plenty of good ones out there. The problem is the environments of them and how they intend content to be digested and displayed.
MCF is crap for content in general but specifically anything that isn't mega already. Finding content is based on what people post on bringing it to the front page, mega stuff and the flood of bad content rails posts past the first page, which most users never read past. MCF is great for feedback, but that's only if people read your thread and actually decide to post on it. Oh yeah, and after about 2 years tags still don't work.
PMC is good for content, but bad for feedback. Most users are fundamentally opposed to feedback, won't say anything negative and have nothing constructive to say, and only offer hollow praise. The rest of the people are content creators themselves and have little interest in others' work (except maybe for "friends"). The submission reel turns images into very low resolution JPEGs and does not allow images hosted somewhere else. The submission editor is clearly made for a laptop, adding your own images there makes them gigantic and it makes editing them annoying. You can only have a few files (even linked) in the "official" download buttons, which are the download counts that count towards how likely someone is to find your pack through various methods (so, say if you want to add a few different versions, you have to link in the submission elsewhere and it won't be counted). Oh yeah, and after a year (maybe even 2) the site is still severely unstable.
So yeah, those are some problems on MCF/PMC that need to be fixed. For me personally, I think there needs to be a community of "standard" users who are willing to give feedback to help improve our resource packs, because some of us out there only have our own opinions because nobody else will give them. MCF doesn't work because it's not made for content and and PMC doesn't work because people are either against/don't know how to give feedback or are vested too much into their own work (MCF is in the middle, regular users often give feedback and artist sometimes give feedback because they're inclined to help, but that's when you aren't railed onto an older page).
If you'd like to use some of my ideas, it's fine with me. I think about things too much (my brain is overclocked) and I'd be happy to discuss more.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I also said that the site just started a few days ago, ofcourse there aren't all of the "good" texture packs listed on the page and there will be own written articles on each texture pack too, they should simply act as placeholders for now. And don't get me wrong when i say not 100% finished, with that i mean texturepacks that barely have textures changed and are getting posted on PMC and MCF and there are many many of those who arent even 10% finished.
Give it some time you will see it will change.
If you want to make it completely legal and still profit off of your site, you can. Get google adsense, banner ads. Those will be your profit. On high traffic sites, you can make a living off of it.
As for the texture packs hosted on your site, use only the links provided by the authors. If someone uses an adfly link on their pack, use their adfly link on your site. The adfly link that goes to the author's account. This way it's just linking to wherever they've hosted it. It isn't illegal distribution that way. This way they get the profit from the downloads, but you still make money off of running the site from any ads placed on the site. You actually make more per visit than the author makes per download, so it's by all means still a good deal for you.
Good evening, everyone. Can anyone help me to realise, how to draw water color? I want to make different color at ocean, rivers and other biomes. But I didn't found any instruction to color water (not foliage).
Good evening, everyone. Can anyone help me to realise, how to draw water color? I want to make different color at ocean, rivers and other biomes. But I didn't found any instruction to color water (not foliage).
Unmodded Minecraft can't do that. MCPatcher (and probably optifine) can.
MCPatcher uses the same exact palette to color things that the vanilla game can't.
I know this. But I can't find texturemap instruction like this for WATER. All this instructions seems outdated, because there aren't any new biomes on it (Beach, for example).
I know this. But I can't find texturemap instruction like this for WATER. All this instructions seems outdated, because there aren't any new biomes on it (Beach, for example).
Yeah, you're kind of stuck there. The templates here are the most up to date, and they're still missing some biomes. We're aware of the issue, and we've been on Mojang about it pretty much since biome coloring was introduced. The biomes you see on the templates I linked are the only biomes you can change, as of right now.
262144 pixels is a bit much, don't you think?
Usually even 64x isn't done pixel by pixel, if you use inferring skills it's easy to find out that he obviously didn't do it pixel by pixel.
Is it just me, or does the shading look... upside-down?
There's a few various filters and effects you can use, plus a lot of by-hand alterations. I can't say for sure how he did it, but it was probably not all by hand.
Yep that's Wacom style tech for ya Fail. It's more like drawing than pixeling, both take patience and experience to make look good, a good sense of color theory does help. Is kinda like my pack... Yeah there's *some* pencil tool use but I use brushes for everything else. Usually the hard round while playing with opacity and flow.
Minecraftian -
Epic Endstone, did you decide upon the yellowish tone based on the current default color. I've always preferred it when it was white personally. The yellow just don't click right for me.
Doc -
Sorry for that... I must have not seen it XD I just remember a paper birch tree from where I used to work at that was all kinds of scroll-iness. grit and rich in texture.
Ravand -
I think the only real issue is that the content is not yours to be making money from. However your site you can make money off of akin to google ads/banner ads/donation. Even in Adfoc.us rules(*I think, just got done with a 50+hr work week and a bit rusty without sleep} is stipulations that state the content must be under your copyright or it's possibly illegal, that might be to some stuff like warez and music, but our shiz is still under the same protections.
Now if you were to simply link to our threads or as one person had done Our Adfoc.us/Adf.ly and have your own google ad stuff on the page... there wouldn't be any real biggie.
Ringo -
If anything you could use the tones of the brick to give you a better idea of the palette you want. Large images to small end up cruddy... pixelation is a pain
As a few have already said before me, no, I didn't do it pixel by pixel; doing so would be enormously inefficient. There is a lot of manual drawing over larger areas, sometimes on the pixel level to get the shapes perfect and round out edges. That's aided by an occasional filter or (rarely) a photo, plus careful blending of many layers of different textures I've already made.
Yeah, I used the default texture as a reference for it, which is basically a color-inverted, yellow-tinted cobblestone. I think it helps complement the weirdness of the End.
I kept the yellow because now we have quartz, which properly fills the white-nonflammable-building-block niche that End stone used to sort of be in. Keeping it yellow makes it less drastically different from default, as well as keeping more block color variation.
Give it some time you will see it will change.
thanks
Yes, I know it's just starting out, but I feel there are major changes needed (as covered in my last post) that need to happen for the site to be beneficial. I don't think that time and a more diverse pack selection are enough.
I say this: add user accounts (preferably with signing in with other accounts like google) that seemingly is just for commenting. Users then can use a contact form to request publishing rights for a piece of work on the site. The site maintainer or a reviewer or even dedicated QA agent reviews the work and responds accordingly:
Then, if an artist gains the rights they may post their work as it is now. However, sections within a section could be defined, "staff review, artists description, user reviews", so users could get more info from different perspectives. Users could do lengthy reviews of packs on what they like and don't like, and how it could improve. Staff could also review work submitted by artists later, if it gets enough attention or is exceedingly good.
The problem with MCF and PMC is not the packs-there are plenty of good ones out there. The problem is the environments of them and how they intend content to be digested and displayed.
MCF is crap for content in general but specifically anything that isn't mega already. Finding content is based on what people post on bringing it to the front page, mega stuff and the flood of bad content rails posts past the first page, which most users never read past. MCF is great for feedback, but that's only if people read your thread and actually decide to post on it. Oh yeah, and after about 2 years tags still don't work.
PMC is good for content, but bad for feedback. Most users are fundamentally opposed to feedback, won't say anything negative and have nothing constructive to say, and only offer hollow praise. The rest of the people are content creators themselves and have little interest in others' work (except maybe for "friends"). The submission reel turns images into very low resolution JPEGs and does not allow images hosted somewhere else. The submission editor is clearly made for a laptop, adding your own images there makes them gigantic and it makes editing them annoying. You can only have a few files (even linked) in the "official" download buttons, which are the download counts that count towards how likely someone is to find your pack through various methods (so, say if you want to add a few different versions, you have to link in the submission elsewhere and it won't be counted). Oh yeah, and after a year (maybe even 2) the site is still severely unstable.
So yeah, those are some problems on MCF/PMC that need to be fixed. For me personally, I think there needs to be a community of "standard" users who are willing to give feedback to help improve our resource packs, because some of us out there only have our own opinions because nobody else will give them. MCF doesn't work because it's not made for content and and PMC doesn't work because people are either against/don't know how to give feedback or are vested too much into their own work (MCF is in the middle, regular users often give feedback and artist sometimes give feedback because they're inclined to help, but that's when you aren't railed onto an older page).
If you'd like to use some of my ideas, it's fine with me. I think about things too much (my brain is overclocked) and I'd be happy to discuss more.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
If you want to make it completely legal and still profit off of your site, you can. Get google adsense, banner ads. Those will be your profit. On high traffic sites, you can make a living off of it.
As for the texture packs hosted on your site, use only the links provided by the authors. If someone uses an adfly link on their pack, use their adfly link on your site. The adfly link that goes to the author's account. This way it's just linking to wherever they've hosted it. It isn't illegal distribution that way. This way they get the profit from the downloads, but you still make money off of running the site from any ads placed on the site. You actually make more per visit than the author makes per download, so it's by all means still a good deal for you.
Unmodded Minecraft can't do that. MCPatcher (and probably optifine) can.
See:
http://www.minecraftforum.net/topic/1414510-a-texture-artists-guide-to-mcpatchers-features/#index3
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* Join the Lithos Discord for previews and to help
But I try to find something like this instruction, but for water and biomes like Ocean, Swamp, Beach and River.
Thanks for link, anyway)
MCPatcher uses the same exact palette to color things that the vanilla game can't.
I know this. But I can't find texturemap instruction like this for WATER. All this instructions seems outdated, because there aren't any new biomes on it (Beach, for example).
Yeah, you're kind of stuck there. The templates here are the most up to date, and they're still missing some biomes. We're aware of the issue, and we've been on Mojang about it pretty much since biome coloring was introduced. The biomes you see on the templates I linked are the only biomes you can change, as of right now.
But that could be what you're going for.