Millions of years into the future, the Earth has been claimed by robotkind. Mankind, as we knew it, is extinct and biological life is a distant memory engram. Self learning and self upgrading systems have given rise to sophisticated techno-ecosystems. Come explore a world where currents of coolant flow in crags of perfectly crystalline-shaped mechascapes, where thinking machines grow fields of photosynthetic power cells and where you are optimized for storage and on the spot manufacture.
This is a continuation of the Robot Utopia texture pack by EVanimations, last updated for version 1.7.2 of Minecraft. It was discontinued as the author had more pressing real-life concerns, and left open for anyone to continue as they wished. Five years have passed without a decent survival-friendly sci-fi flavored texture pack and now I've chosen to correct that.
This thread will be used to showcase work and solicit feedback. Every batch of work or so, I'll take a screenshot of the updated textures and upload it in a reply. Any noteworthy thoughts or concerns will be added as well. As of this initial post, I'm currently working my way through the block textures with a goal to update to 1.16.5 before continuing to 1.17 and further. No estimate to completion is available at this time.
First reported update. I've done work before now, but I hadn't made a habit of taking screenshots. Working through it in alphabetical order, though I'm saving some things to do at once - Red sandstone, blackstone blocks, so on. That way its easier to make things consistent, I figure.
+Crimson planks, roots and small mushroom.
+Big crimson mushroom stem. Animation came out better than I thought, so thats nice.
+Crimson doors. The idea will be for processed Nether blocks to look a little more worn and grungy, as compared to the sleek, efficient and optimized Overworld blocks aesthetic.
+Cyan concrete/s and glazed terracotta. This series of blocks gives me the most pause. For concrete - The usage of this block is intended for large, mostly unblemished sections of a specific color.
Which leads to my first round of feedback request: Should I have concrete blocks with a very minimal line quality? Should they just have some unobtrusive noise without explicit seams?
Second update. Not everything, just some I'm proud of. Or that I could remember to take screens of instead of just going one to the next. Currently working on the respawn anchor as of this post.
+Kelp are a circuit board looking plant with lights.
+Lecterns could only be the perfect console. I tried messing with the enchantment book to get the pages to be transparent, to look like floating holographic panels. Then Minecraft started acting... oddly, and I decided to leave that experiment be. If memory serves, though, someone did something like that idea, but I can't remember what pack it was.
+Ancient Debris. I thought about making it an ore similar to the gold ore block next to it, but probably purple in color. But then I thought it would get in the way of proper visual identification. So now its just compressed sheets of metal, pressed into a cube by the weight of the rest of the Nether atop it.
+End City bricks. The Purpur flooring was the hardest to get right once I got the aesthetic down for the pillar. Didn't want it to be too eyecatching, or it'd be an eyesore for a repeated pattern. Didn't want it to have too little, though.
I've gotten to the end of the alphabetical listing... except for the blocks I've saved for the end. Families I want to do all at once - Stripped logs, Prismarine, Blackstone. Stuff I wanted to look very consistent and designed together.
First up, warped blocks.
Crimson vines and nether wart blocks, finishing the warped fungus.
And, finally, Blackstone.
With 1.17 coming up, I'll be focusing on finishing the current list of blocks. Once thats done, I'll let myself start to think about the 1.17 blocks - Of which there are a great deal, apparently.
So, milestone reached. I've now finished all survival relevant blocks up to version 1.16, excepting things like the shulker textures which are only used for breaking. I'll get to those once I've gone and textured the Shulker entities themselves. Next up is working on the block textures for 1.17, and then moving on to entities and items.
Feels good to get this far, though.
I'm going to skip individual links because its just a chore to do, so enjoy the link to the imgur post directly.
Bone blocks, the chromed, piped endoskeleton of colossal machines long past.
The Prismarine series - Perfect for underwater laboratories.
Glazed Terracotta, which was probably the most draining thing to have worked on thus far. There seem to be only so many ways to do quadrant tiled patterns that look good. Some I did X-axis patterns, like the roads for grey terracotta or the danger stripes for yellow.
Concrete went through some versions. Ultimately, the block is designed for large, unbroken spaces of flat color and the best way seemed to be very minor amounts of noise instead of panelling or the like. Faint enough to be unseen at a large scale, but still present enough that its not just a paint bucket fill.
Red Sandstone and stripped logs follow in the footsteps of their predecessors, largely. Not a whole lot to say.