Hello, I'm currently looking for someone to assist me in the creation of a resource pack. I plan to create a 32x32 resource pack that is both realistic, modern, and cartoonish. This is my first project and I'm looking for person(s) with experience and knowledge of the craft. Please, if you're interested leave a comment down below with your: contact information, ideas, and more. Thanks!
Probably they want something like Soartex Fanver (it is 64x, but OP might still want to check it out unless there is more need for a new pack), smooth yet detailed. Just because cartoons are cheaper to make when simple does not mean that at least semi-realistic cartoons cannot be made.... through means of style, things can be both 'realistic' and 'cartoony' (realistic in the sense that it has detail and shading and looks like it could be real, at least in a certain universe... it does not break immersion).
OP do you have more you want than this? If so, you should put it... if you want to make a pack, it's assumed you have reason for doing so, otherwise you might as well use an existing pack. You don't set out to write a book if you don't have a plot beforehand, generally you have the idea before you start working. Just like with resource packs, I would assume most who make their packs play using the default textures beforehand and get a taste of what they don't like so they can fix it and discover what they want out of their pack.
Rollback Post to RevisionRollBack
"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
Probably they want something like Soartex Fanver (it is 64x, but OP might still want to check it out unless there is more need for a new pack), smooth yet detailed. Just because cartoons are cheaper to make when simple does not mean that at least semi-realistic cartoons cannot be made.... through means of style, things can be both 'realistic' and 'cartoony' (realistic in the sense that it has detail and shading and looks like it could be real, at least in a certain universe... it does not break immersion).
OP do you have more you want than this? If so, you should put it... if you want to make a pack, it's assumed you have reason for doing so, otherwise you might as well use an existing pack. You don't set out to write a book if you don't have a plot beforehand, generally you have the idea before you start working. Just like with resource packs, I would assume most who make their packs play using the default textures beforehand and get a taste of what they don't like so they can fix it and discover what they want out of their pack.
Soartex Fanver was my first resource pack (texture pack at that time) and is still one of my favorites. But, there are several reasons I would like to create my own resource pack and I do have many, many ideas that I have still to plot for the resource pack. Maybe I was a little too quick to start a thread about this topic but in the end it can't hurt. I'll get to updating the thread and i'll include the specifics of the resource pack that I'm going for.
I don't really have any experience to be honest. The only time I've really experimented with a resource pack is a couple years back when they were texture packs and my friend and I used to take what we liked from texture packs and made sort of like our own junkyard packs for personal use.
OK, so, you have nothing to show and no real ability to do anything... and yet you're looking for a partner?
Here's my honest suggestion: Just start making a pack. Read the All-Inclusive Guide to Texturing to get the basics and then just start making a pack. Don't try for anything in particular. Just do the art that you can do as best you can do it. Don't worry about getting it perfect. Concern yourself with getting practice. Really you don't even need to keep your style consistent. Try a bunch of stuff. Throw pixels at a wall and see what sticks. If you find something that works for you, go with it for a while!
And then when you have something that looks decent, post it in the Texture Artists' Union and ask for feedback. Same thing if you get stuck and aren't sure why something looks wonky. Ask for critiques and feedback. Read what its being directed at you and try to take that advice as much as you possibly can. People are going to tell you that your work stinks. This is a GOOD thing as it means that you now have the opportunity to get better. Nobody's going to pick on you, but they are going to be frank in their suggestions more than likely. Take that advice and run with it.
And then do it again. And again. And again. And again. Do that until you have a style that you feel works well and that people are generally approving of. Iterate on ideas and styles as fast and often as you possibly can in order to get as much experience as possible right up until you find what works for you. Keep practicing until you're actually good at art and good at making textures.
Once you've got that, start on the REAL pack that you want to make. Make a few dozen textures. Do the common blocks to really flesh out the style. Post screenshots and images to let people know what you're doing and what you expect from them. And when you've gotten that far, THEN ask for a partner. Look for someone to help you. Come at this from a position of a master rather than an apprentice. Trust me, you're going to have an easier time of it if you first hone your skills before starting out with someone else.
And even then... even after all that... be prepared to fail. Collab packs are few and far between. Generally only the very largest and most popular packs have teams working on them. Life tends to happen to collaborations online. Real life. That's why, in spite of the increasingly difficult task of making a resource pack in the modern era of Minecraft so few artists are willing to try to work together to create these things. We invest a lot of ourselves into our packs, and it always sucks when the other person drops off or walks away. Even if you manage to get this far, expect to have to face this. My own collab pack, Regalia, suffered this fate and may never be finished as a result.
I'm sorry if this all sounds discouraging or like its too much work. I don't mean to make it sound like an insurmountable task. It's not... but it is a large one. I wish you the very best if you decide you still want to make a pack.
And even then... even after all that... be prepared to fail. Collab packs are few and far between. Generally only the very largest and most popular packs have teams working on them.
We invest a lot of ourselves into our packs
I agree with most of what you've said, but I think you've either mixed the cause with the effect or didn't elaborate on it.
Many of the popular packs that are also collab packs didn't start out as such. In fact, 'collab' isn't even the best term because most of them I can think of are community maintained (rather than only a set group). Most of them were started by 1 person, got immensely popular, and then author passed it to someone else who made it a community thing (or the original author did it directly). Even the ones that don't do this often take add-ons from the community, including for mod support.
The somewhat sadder takeaway here is that I'm not aware of any popular packs that started off as collabs/community packs. If there aren't many/any, it could be because:
1. Packs need a good base before people are interested. Collaborators might not be able to achieve this if the artists aren't synced enough (and have an idea of the project's style) or if the project manager lets everything through. Of course this may be why most popular packs became collabs later, because the styles were already well fleshed out, so replicating the style is easier.
2. Good artists are far and few between. Especially those that are not only interested in the work but able to replicate if flawlessly. As Alvoria said, these ones might leave because of personal matters.
3. Decent artists are unaware of the project. Goes back to the first point, that being amazing is needed for interest and interest is needed to attract artists to finish and improve the work more. Also goes back to the second point, if one of your good artists leaves, without popularity you aren't likely to get a replacement any time soon.
Rollback Post to RevisionRollBack
"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
OK, so, you have nothing to show and no real ability to do anything... and yet you're looking for a partner?
Here's my honest suggestion: Just start making a pack. Read the All-Inclusive Guide to Texturing to get the basics and then just start making a pack. Don't try for anything in particular. Just do the art that you can do as best you can do it. Don't worry about getting it perfect. Concern yourself with getting practice. Really you don't even need to keep your style consistent. Try a bunch of stuff. Throw pixels at a wall and see what sticks. If you find something that works for you, go with it for a while!
And then when you have something that looks decent, post it in the Texture Artists' Union and ask for feedback. Same thing if you get stuck and aren't sure why something looks wonky. Ask for critiques and feedback. Read what its being directed at you and try to take that advice as much as you possibly can. People are going to tell you that your work stinks. This is a GOOD thing as it means that you now have the opportunity to get better. Nobody's going to pick on you, but they are going to be frank in their suggestions more than likely. Take that advice and run with it.
And then do it again. And again. And again. And again. Do that until you have a style that you feel works well and that people are generally approving of. Iterate on ideas and styles as fast and often as you possibly can in order to get as much experience as possible right up until you find what works for you. Keep practicing until you're actually good at art and good at making textures.
Once you've got that, start on the REAL pack that you want to make. Make a few dozen textures. Do the common blocks to really flesh out the style. Post screenshots and images to let people know what you're doing and what you expect from them. And when you've gotten that far, THEN ask for a partner. Look for someone to help you. Come at this from a position of a master rather than an apprentice. Trust me, you're going to have an easier time of it if you first hone your skills before starting out with someone else.
And even then... even after all that... be prepared to fail. Collab packs are few and far between. Generally only the very largest and most popular packs have teams working on them. Life tends to happen to collaborations online. Real life. That's why, in spite of the increasingly difficult task of making a resource pack in the modern era of Minecraft so few artists are willing to try to work together to create these things. We invest a lot of ourselves into our packs, and it always sucks when the other person drops off or walks away. Even if you manage to get this far, expect to have to face this. My own collab pack, Regalia, suffered this fate and may never be finished as a result.
I'm sorry if this all sounds discouraging or like its too much work. I don't mean to make it sound like an insurmountable task. It's not... but it is a large one. I wish you the very best if you decide you still want to make a pack.
I agree with most of what you've said, but I think you've either mixed the cause with the effect or didn't elaborate on it.
Many of the popular packs that are also collab packs didn't start out as such. In fact, 'collab' isn't even the best term because most of them I can think of are community maintained (rather than only a set group). Most of them were started by 1 person, got immensely popular, and then author passed it to someone else who made it a community thing (or the original author did it directly). Even the ones that don't do this often take add-ons from the community, including for mod support.
The somewhat sadder takeaway here is that I'm not aware of any popular packs that started off as collabs/community packs. If there aren't many/any, it could be because:
1. Packs need a good base before people are interested. Collaborators might not be able to achieve this if the artists aren't synced enough (and have an idea of the project's style) or if the project manager lets everything through. Of course this may be why most popular packs became collabs later, because the styles were already well fleshed out, so replicating the style is easier.
2. Good artists are far and few between. Especially those that are not only interested in the work but able to replicate if flawlessly. As Alvoria said, these ones might leave because of personal matters.
3. Decent artists are unaware of the project. Goes back to the first point, that being amazing is needed for interest and interest is needed to attract artists to finish and improve the work more. Also goes back to the second point, if one of your good artists leaves, without popularity you aren't likely to get a replacement any time soon.
Alright, sounds good. I'll take both of your advice and see how it goes. Thank you for taking the time to respond. Happy New Year!
I don't really have any experience to be honest. The only time I've really experimented with a resource pack is a couple years back when they were texture packs and my friend and I used to take what we liked from texture packs and made sort of like our own junkyard packs for personal use.
That's a good way to start. All we did was to first load a pack we liked (Ovo's at the time). Then create a new empty WIP pack to place above it in the resource pack list. Then you can create a few new block textures for your WIP pack and try them out in-game. Keep tweaking them to suit and adding new block textures until you finish them all. Then start on the items. Eventually you'll get a full set. Work fast though, because each time the game is updated new textures are added, making the workload increase each time. That's basically how we created our new pack over the course of a few years - Sensei & Son HD128.
Hello, I'm currently looking for someone to assist me in the creation of a resource pack. I plan to create a 32x32 resource pack that is both realistic, modern, and cartoonish. This is my first project and I'm looking for person(s) with experience and knowledge of the craft. Please, if you're interested leave a comment down below with your: contact information, ideas, and more. Thanks!
Interesting. Not sure how that style is going to work, but OK.
Let's see what you've got so far so that we who may be interested can see how you plan to pull this off.
Why not both? Can't it be like a realistic cartoonish type of resource pack?
Probably they want something like Soartex Fanver (it is 64x, but OP might still want to check it out unless there is more need for a new pack), smooth yet detailed. Just because cartoons are cheaper to make when simple does not mean that at least semi-realistic cartoons cannot be made.... through means of style, things can be both 'realistic' and 'cartoony' (realistic in the sense that it has detail and shading and looks like it could be real, at least in a certain universe... it does not break immersion).
OP do you have more you want than this? If so, you should put it... if you want to make a pack, it's assumed you have reason for doing so, otherwise you might as well use an existing pack. You don't set out to write a book if you don't have a plot beforehand, generally you have the idea before you start working. Just like with resource packs, I would assume most who make their packs play using the default textures beforehand and get a taste of what they don't like so they can fix it and discover what they want out of their pack.
"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
Soartex Fanver was my first resource pack (texture pack at that time) and is still one of my favorites. But, there are several reasons I would like to create my own resource pack and I do have many, many ideas that I have still to plot for the resource pack. Maybe I was a little too quick to start a thread about this topic but in the end it can't hurt. I'll get to updating the thread and i'll include the specifics of the resource pack that I'm going for.
I don't really have any experience to be honest. The only time I've really experimented with a resource pack is a couple years back when they were texture packs and my friend and I used to take what we liked from texture packs and made sort of like our own junkyard packs for personal use.
OK, so, you have nothing to show and no real ability to do anything... and yet you're looking for a partner?
Here's my honest suggestion: Just start making a pack. Read the All-Inclusive Guide to Texturing to get the basics and then just start making a pack. Don't try for anything in particular. Just do the art that you can do as best you can do it. Don't worry about getting it perfect. Concern yourself with getting practice. Really you don't even need to keep your style consistent. Try a bunch of stuff. Throw pixels at a wall and see what sticks. If you find something that works for you, go with it for a while!
And then when you have something that looks decent, post it in the Texture Artists' Union and ask for feedback. Same thing if you get stuck and aren't sure why something looks wonky. Ask for critiques and feedback. Read what its being directed at you and try to take that advice as much as you possibly can. People are going to tell you that your work stinks. This is a GOOD thing as it means that you now have the opportunity to get better. Nobody's going to pick on you, but they are going to be frank in their suggestions more than likely. Take that advice and run with it.
And then do it again. And again. And again. And again. Do that until you have a style that you feel works well and that people are generally approving of. Iterate on ideas and styles as fast and often as you possibly can in order to get as much experience as possible right up until you find what works for you. Keep practicing until you're actually good at art and good at making textures.
Once you've got that, start on the REAL pack that you want to make. Make a few dozen textures. Do the common blocks to really flesh out the style. Post screenshots and images to let people know what you're doing and what you expect from them. And when you've gotten that far, THEN ask for a partner. Look for someone to help you. Come at this from a position of a master rather than an apprentice. Trust me, you're going to have an easier time of it if you first hone your skills before starting out with someone else.
And even then... even after all that... be prepared to fail. Collab packs are few and far between. Generally only the very largest and most popular packs have teams working on them. Life tends to happen to collaborations online. Real life. That's why, in spite of the increasingly difficult task of making a resource pack in the modern era of Minecraft so few artists are willing to try to work together to create these things. We invest a lot of ourselves into our packs, and it always sucks when the other person drops off or walks away. Even if you manage to get this far, expect to have to face this. My own collab pack, Regalia, suffered this fate and may never be finished as a result.
I'm sorry if this all sounds discouraging or like its too much work. I don't mean to make it sound like an insurmountable task. It's not... but it is a large one. I wish you the very best if you decide you still want to make a pack.
I agree with most of what you've said, but I think you've either mixed the cause with the effect or didn't elaborate on it.
Many of the popular packs that are also collab packs didn't start out as such. In fact, 'collab' isn't even the best term because most of them I can think of are community maintained (rather than only a set group). Most of them were started by 1 person, got immensely popular, and then author passed it to someone else who made it a community thing (or the original author did it directly). Even the ones that don't do this often take add-ons from the community, including for mod support.
The somewhat sadder takeaway here is that I'm not aware of any popular packs that started off as collabs/community packs. If there aren't many/any, it could be because:
1. Packs need a good base before people are interested. Collaborators might not be able to achieve this if the artists aren't synced enough (and have an idea of the project's style) or if the project manager lets everything through. Of course this may be why most popular packs became collabs later, because the styles were already well fleshed out, so replicating the style is easier.
2. Good artists are far and few between. Especially those that are not only interested in the work but able to replicate if flawlessly. As Alvoria said, these ones might leave because of personal matters.
3. Decent artists are unaware of the project. Goes back to the first point, that being amazing is needed for interest and interest is needed to attract artists to finish and improve the work more. Also goes back to the second point, if one of your good artists leaves, without popularity you aren't likely to get a replacement any time soon.
"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
Alright, sounds good. I'll take both of your advice and see how it goes. Thank you for taking the time to respond. Happy New Year!
That's a good way to start. All we did was to first load a pack we liked (Ovo's at the time). Then create a new empty WIP pack to place above it in the resource pack list. Then you can create a few new block textures for your WIP pack and try them out in-game. Keep tweaking them to suit and adding new block textures until you finish them all. Then start on the items. Eventually you'll get a full set. Work fast though, because each time the game is updated new textures are added, making the workload increase each time. That's basically how we created our new pack over the course of a few years - Sensei & Son HD128.