Err, hey guys, how do I animate a texture in-game? I know how to set up the texture file in a column, but I don't know how to set up that text file to go with it.
I love that, although I do have a thing for odd animated textures. I did a version of water once that's just DNA strands spiraling all weird-like, I'll have to dig that out and figure out how to animate it outside of the game ^^; EDIT: Here it is it's kinda horrifying in game though. I'm not sure why I made it.
I like that water texture a lot, though like Malcolm5211 said, it might look better if the DNA design would twirl maybe.
That would be cool as lava, the animation looks quite retro. (: That's a really interesting idea for water, maybe if you could get the spirals to rotate it would look less harsh. What kind of pack would that have been used in?
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I haven't been very active across the forums lately but I have been working on some alternate styles of texturing than what I normally would in my pack, which I will have to discontinue because with school coming up I won't have time to work on it and I was losing motivation for Clouds Descend any way. This was my last ditch effort to revive it but I really didn't have any inspiration for quartz and I don't like how it turned out. Any suggestions for improvements.
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With the new skin layout having extra hat layers for the entire body I tried to add depth to my skin by raising some of the armour plates. (I should probably do some colour adjustments.)
Yay, I've been wanting a retro style and it's good to see someone call it retro-looking!
For your textures, it seems your stone doesn't use enough contrast in shading and the quartz uses too much. The solid quartz tiles might look better with some kind of design on them, or make them smoother, rather than have little splotches here and there.
I like the skin, kinda looks like a midieval shyguy, heh.
So glad I ditched my silly 3-4 colors per texture rule... 8x8 is limiting enough as it is!
Birch Planks, Jungle Planks, Nether Brick, Iron Ore, Coal Ore, Bookshelf, Stone, Grass Side & Dirt.
8x8 pixel textures blown up to 4x4 pixels.. tiled to 2x2.
For the birch I had in mind some kind of tiled flooring design.. though now that I think of it, that might be better for wools, for carpeting.
And damn.. I think that iron ore is sexy. Oh yeah... thoughts?
Mmm, I agree. 8x8 is difficult enough to meddle with, let alone with some sort of creativity flushing rule(/challenge).
The jungle planks look good, but the birch? I understand the whole tile thing, but yeah, it would fit better with wools. Even stone slabs.
With the ores, I don't know. It can create a mass of confusion differentiating between the ores and their specific blocks. The iron 'ore' does look very nice, but it suits better as a gold block IMO.
That netherbrick would look pretty nice amidst some desaturated reddish netherrack and some bubbly glowstone. It would stand out, yet fit in because of the hellish lands of the nether, where it would have been charred and blackened over the course of many years.
I'm taking advantage of my day off school to do as much as possible. Here's some bookshelves that I made. I've already got plans for some random CTM, but that part could take a while.
How do you guys make your higher res textures? I've been doing it with a 1-3 size brush using a base palette. Anything that you would recommend I do?
That sounds about right. I don't normally use a palette, but I will pick colors from other textures to preserve a sense of unity. For example, the color I used when I was doing the shelf part of those bookshelves was taken from the oak wood planks. I also use the dodge/burn tool a lot. Like, a lot a lot.
That sounds about right. I don't normally use a palette, but I will pick colors from other textures to preserve a sense of unity. For example, the color I used when I was doing the shelf part of those bookshelves was taken from the oak wood planks. I also use the dodge/burn tool a lot. Like, a lot a lot.
Personally I would recommend never using such. All those tools do is add solid white, or solid black to an object. It is much better to truly select what darker shades you want to shade with as you can get a much better end result and even a nice hue shift.
To put it in contex.
First row is green burn and dodge, white, green, black, next one is hand picking colors, we go from a light blue-green, to green to a yellow green for shading.
Next is gray with burn/dodge, white, gray, black. Then we have the same gray with a light gray blue for the light, shading down to a gray purple.
In my books, I'd rather shade blocks by hand picking what the highlight and shading could be, vs just adding in solid black/white.
Personally I would recommend never using such. All those tools do is add solid white, or solid black to an object. It is much better to truly select what darker shades you want to shade with as you can get a much better end result and even a nice hue shift.
To put it in contex.
First row is green burn and dodge, white, green, black, next one is hand picking colors, we go from a light blue-green, to green to a yellow green for shading.
Next is gray with burn/dodge, white, gray, black. Then we have the same gray with a light gray blue for the light, shading down to a gray purple.
In my books, I'd rather shade blocks by hand picking what the highlight and shading could be, vs just adding in solid black/white.
This is a diff of a texture looking like this: vs
You are right about that. Though it seems that the dodge and burn tools don't always work exactly like that. Depending on the different settings, it can also raise the saturation as well as the value, so you get some more realistic shading that way. But for some reason, it doesn't seem to do that anymore, and I'm still trying to figure out why.
You are right about that. Though it seems that the dodge and burn tools don't always work exactly like that. Depending on the different settings, it can also raise the saturation as well as the value, so you get some more realistic shading that way. But for some reason, it doesn't seem to do that anymore, and I'm still trying to figure out why.
No matter the program, dodge and burn have always done the same thing, adding solid white, or black to whatever you're coloring. Depending on if you have said tools changed to hightlight, midtones, or shadows it can effect each in its own way but it's still just adding black or white to a spot, by either working like you are painting in with just white, or boosting the contract to the point the area becomes white. Either way, it's still going to white, rather than say a gray highlighting into a nice low sat yellow, and shading into a deep purple.
Pretty much take the large color picker selection, and crop out a single vertical line and thats all you get to work with.
Congrats everyone!
Err, hey guys, how do I animate a texture in-game? I know how to set up the texture file in a column, but I don't know how to set up that text file to go with it.
I like that water texture a lot, though like Malcolm5211 said, it might look better if the DNA design would twirl maybe.
Yay, I've been wanting a retro style and it's good to see someone call it retro-looking!
For your textures, it seems your stone doesn't use enough contrast in shading and the quartz uses too much. The solid quartz tiles might look better with some kind of design on them, or make them smoother, rather than have little splotches here and there.
I like the skin, kinda looks like a midieval shyguy, heh.
Thanks!
Argha Blargha
Damosuha, you are so lucky.
Birch Planks, Jungle Planks, Nether Brick, Iron Ore, Coal Ore, Bookshelf, Stone, Grass Side & Dirt.
8x8 pixel textures blown up to 4x4 pixels.. tiled to 2x2.
For the birch I had in mind some kind of tiled flooring design.. though now that I think of it, that might be better for wools, for carpeting.
And damn.. I think that iron ore is sexy. Oh yeah... thoughts?
Argha Blargha
Thanks!
Mmm, I agree. 8x8 is difficult enough to meddle with, let alone with some sort of creativity flushing rule(/challenge).
The jungle planks look good, but the birch? I understand the whole tile thing, but yeah, it would fit better with wools. Even stone slabs.
With the ores, I don't know. It can create a mass of confusion differentiating between the ores and their specific blocks. The iron 'ore' does look very nice, but it suits better as a gold block IMO.
That netherbrick would look pretty nice amidst some desaturated reddish netherrack and some bubbly glowstone. It would stand out, yet fit in because of the hellish lands of the nether, where it would have been charred and blackened over the course of many years.
Anywho, Back to Lurking.
I've been here for a loooooooooong time.
Snapshot, gonna be part of 1.8 release.
[sarcasm] But he credited the original creator so it's not stealing! [/sarcasm]
I'm taking advantage of my day off school to do as much as possible. Here's some bookshelves that I made. I've already got plans for some random CTM, but that part could take a while.
That sounds about right. I don't normally use a palette, but I will pick colors from other textures to preserve a sense of unity. For example, the color I used when I was doing the shelf part of those bookshelves was taken from the oak wood planks. I also use the dodge/burn tool a lot. Like, a lot a lot.
Personally I would recommend never using such. All those tools do is add solid white, or solid black to an object. It is much better to truly select what darker shades you want to shade with as you can get a much better end result and even a nice hue shift.
To put it in contex.
First row is green burn and dodge, white, green, black, next one is hand picking colors, we go from a light blue-green, to green to a yellow green for shading.
Next is gray with burn/dodge, white, gray, black. Then we have the same gray with a light gray blue for the light, shading down to a gray purple.
In my books, I'd rather shade blocks by hand picking what the highlight and shading could be, vs just adding in solid black/white.
This is a diff of a texture looking like this:
vs
You are right about that. Though it seems that the dodge and burn tools don't always work exactly like that. Depending on the different settings, it can also raise the saturation as well as the value, so you get some more realistic shading that way. But for some reason, it doesn't seem to do that anymore, and I'm still trying to figure out why.
Old:
New:
Argha Blargha
Gotta be honest here, the old one is much nicer in my opinion. The new one is too saturated with bright highlights.
No matter the program, dodge and burn have always done the same thing, adding solid white, or black to whatever you're coloring. Depending on if you have said tools changed to hightlight, midtones, or shadows it can effect each in its own way but it's still just adding black or white to a spot, by either working like you are painting in with just white, or boosting the contract to the point the area becomes white. Either way, it's still going to white, rather than say a gray highlighting into a nice low sat yellow, and shading into a deep purple.
Pretty much take the large color picker selection, and crop out a single vertical line and thats all you get to work with.