Gotta be honest here, the old one is much nicer in my opinion. The new one is too saturated with bright highlights.
I'll see about toning down the highlights then. I work on a dark background but.. now that I take a look at my picture with bright everywhere, I can see that it's too bright. I'm wanting bright, but this might be a little too bright.
Edit: I'll try to tone down the saturation as well, but only a little.
Double Edit: It seems to be mostly the dirt, stone, and grass being too bright, so there won't be too much work to do thankfully. And maybe some red objects like the door. Other than the too bright colors, what do you think of the textures?
I probably should have used a better sky color as well.. heh.
@Crimsollite
Happy birthday!
My only complaint is how rough the wool is, only having checkered dithering and all...
I also feel bad not posting content, especially with no one else to respond to... (There's a reason I post so little...)
So have some sand, windows, and somewhat-badly-tiling obsidian that I still need to fix. And a cactus top.
And, because I feel obliged to post some actual content, here are my blocks. I haven't added much since I last posted.
Chances are, working against a bright red background will skew your sense of color a bit, so that in the game, greens are less vibrant than you expect and reds are more.
And, because I feel obliged to post some actual content, here are my blocks. I haven't added much since I last posted.
-snip-
I'm not too sure about how the acacia bark looks with the red top texture, I'll probably change it.
I suggest either making the red background stuff grey, or deleting it.
Also, making the birch stuff black and dark-oak light is very unique, but things that have been built using another pack will probably look very unusual in yours.
Also, did anyone notice that the date that page 2001 was created on was 20/01? I find that amazing. What an odyssey.
Chances are, working against a bright red background will skew your sense of color a bit, so that in the game, greens are less vibrant than you expect and reds are more.
Actually, that's a very good point. I'll probably change it.
Also, I didn't actually colour-swap the dark oak and birch; although it would look pretty cool, dark oak is right next to oak in the template while birch is at the end of the woods. I plan for the roofed forest to be a blood/death themed biome with red and black trees (hence the sapling) and some weird random CTM variants for stone, if I can get random CTM to be biome-restricted.
That's one mighty fine skull you have there. However, I'm not particularly fond of how it abruptly changes from highlights to shadows at the back texture.
That's one mighty fine skull you have there. However, I'm not particularly fond of how it abruptly changes from highlights to shadows at the back texture.
I'm pretty sure that's the bottom of the skull in the first picture, where the one black square is.
Blaze (I removed the floating rod things for this image, as they just get in the way and are nothing special to look at)
It's meant to be a skull, by the way.
The shading makes it look like a really dirty skull, not sure if you were wanting that though. The nose part could go without the top two black pixels, as when connected to the eyes, it looks like a little mickey mouse head.
That's one mighty fine skull you have there. However, I'm not particularly fond of how it abruptly changes from highlights to shadows at the back texture.
I tried to replicate how the angle of th back of actual skulls changes rapidly towards the bottom.
The shading makes it look like a really dirty skull, not sure if you were wanting that though. The nose part could go without the top two black pixels, as when connected to the eyes, it looks like a little mickey mouse head.
Well, I guess skulls don't really get washed in the neter
Also, now I cannot unsee the Mickey Mouse head. Why di you have to say that? The nose is located there because in skulls, the eye cavity is very similar in size to the nasal cavity. I tried making the top half of the nose lighter, to try and remove the effect of it being connected with the eyes.
Stained glass is finally done. That was a ton of work. Pretty much every waking moment i could spare for the past 5 days was spent on this. I've got rasins for eyeballs now, so hopefully this was worth it.
Here they all are...
Some are victorian style, some are deco, some are art nouveau... and that's basically it. A few of each style. They're all just as gritty and broken as the regular glass.
Now, you'll notice that each color appears twice in a pristine form, and a smashed form. There is a lot of ctm here. Tons. More ctm than anyone should ever do.
The design itself uses vertical ctm, with a top and bottom, and it repeats horizontally so i could vary the colors a in a nice pattern and sometimes mirror the image to have more design flexibility. There is random ctm applied over it all as well. Those smashed ones at the bottom are the random varients. Sometimes those will randomly interchange with the nice, unbroken ones. It's weighted 3:1, meaning the unbroken ones are 3 times more likely to appear than the broken ones, so it's not too extreme. If anyone is interested, i could easily put together an addon pack to negate the properties files for the smashed ones, so the windows would always be unbroken. But... i'll only do that if there's any interest.
Here they are ingame:
Here they are with the carpet/wallpaper/tiles.
I desaturated some of the wool/stained clay as well, since a few were way too bright.
And one final thing... I really wasn't joking about the insane amount of ctm this took:
28 tiles and 18 .properties files per color = 448 tiles in total and 288 .properties files. 736 files in total just for stained glass, not counting the pane side textures.
Messed around with the sand so see what it would look like if it wasn't pixel art.
Gotta show me up with my own textures, eh?
Oh well, normally I would have had another color or two for that texture, a 34 color palette is pretty limiting.
@Murphy
How big is your pack in total? If that's just for stained glass....
Stained glass is finally done. That was a ton of work. Pretty much every waking moment i could spare for the past 5 days was spent on this. I've got rasins for eyeballs now, so hopefully this was worth it.
Here they all are...
~SNIP~
I think your pack has to be the #1 pack in terms of pure technical merit. You sir are a wizard.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
I'll see about toning down the highlights then. I work on a dark background but.. now that I take a look at my picture with bright everywhere, I can see that it's too bright. I'm wanting bright, but this might be a little too bright.
Edit: I'll try to tone down the saturation as well, but only a little.
Double Edit: It seems to be mostly the dirt, stone, and grass being too bright, so there won't be too much work to do thankfully. And maybe some red objects like the door. Other than the too bright colors, what do you think of the textures?
I probably should have used a better sky color as well.. heh.
Argha Blargha
And, because I feel obliged to post some actual content, here are my blocks. I haven't added much since I last posted.
I'm not too sure about how the acacia bark looks with the red top texture, I'll probably change it.
Also, is the black tree a birch replacement? Looks nice in any case. The stone textures are great too!
Happy birthday!
My only complaint is how rough the wool is, only having checkered dithering and all...
I also feel bad not posting content, especially with no one else to respond to... (There's a reason I post so little...)
So have some sand, windows, and somewhat-badly-tiling obsidian that I still need to fix. And a cactus top.
Chances are, working against a bright red background will skew your sense of color a bit, so that in the game, greens are less vibrant than you expect and reds are more.
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Also, making the birch stuff black and dark-oak light is very unique, but things that have been built using another pack will probably look very unusual in yours.
Also, did anyone notice that the date that page 2001 was created on was 20/01? I find that amazing. What an odyssey.
Also, I didn't actually colour-swap the dark oak and birch; although it would look pretty cool, dark oak is right next to oak in the template while birch is at the end of the woods. I plan for the roofed forest to be a blood/death themed biome with red and black trees (hence the sapling) and some weird random CTM variants for stone, if I can get random CTM to be biome-restricted.
It's meant to be a skull, by the way.
I'm pretty sure that's the bottom of the skull in the first picture, where the one black square is.
The shading makes it look like a really dirty skull, not sure if you were wanting that though. The nose part could go without the top two black pixels, as when connected to the eyes, it looks like a little mickey mouse head.
Argha Blargha
Ah, I see what you mean. Happy birthday by the way
Well, I guess skulls don't really get washed in the neter
Also, now I cannot unsee the Mickey Mouse head. Why di you have to say that? The nose is located there because in skulls, the eye cavity is very similar in size to the nasal cavity. I tried making the top half of the nose lighter, to try and remove the effect of it being connected with the eyes.
Here they all are...
Some are victorian style, some are deco, some are art nouveau... and that's basically it. A few of each style. They're all just as gritty and broken as the regular glass.
Now, you'll notice that each color appears twice in a pristine form, and a smashed form. There is a lot of ctm here. Tons. More ctm than anyone should ever do.
The design itself uses vertical ctm, with a top and bottom, and it repeats horizontally so i could vary the colors a in a nice pattern and sometimes mirror the image to have more design flexibility. There is random ctm applied over it all as well. Those smashed ones at the bottom are the random varients. Sometimes those will randomly interchange with the nice, unbroken ones. It's weighted 3:1, meaning the unbroken ones are 3 times more likely to appear than the broken ones, so it's not too extreme. If anyone is interested, i could easily put together an addon pack to negate the properties files for the smashed ones, so the windows would always be unbroken. But... i'll only do that if there's any interest.
Here they are ingame:
Here they are with the carpet/wallpaper/tiles.
I desaturated some of the wool/stained clay as well, since a few were way too bright.
And one final thing... I really wasn't joking about the insane amount of ctm this took:
28 tiles and 18 .properties files per color = 448 tiles in total and 288 .properties files. 736 files in total just for stained glass, not counting the pane side textures.
..
...
wow.
I'm speechless.
Gotta show me up with my own textures, eh?
Oh well, normally I would have had another color or two for that texture, a 34 color palette is pretty limiting.
@Murphy
How big is your pack in total? If that's just for stained glass....
I think your pack has to be the #1 pack in terms of pure technical merit. You sir are a wizard.
Will do then!