Those look actually quite tasty! Is that fish mint-flavored?
I'd agree, the cooked meats probably shouldn't have strong highlights... also, it's kinda hard to tell that the cooked fish is a fish without having any fins.
It has 8 variants due to how simple and size-efficient the design is (<400 bytes per texture). Rather than cluttering this page with even more of my images, here's an in-game screenshot of the result (with an obsidian background):
It has 8 variants due to how simple and size-efficient the design is (<400 bytes per texture). Rather than cluttering this page with even more of my images, here's an in-game screenshot of the result (with an obsidian background):
I'm going to be completely honest here... I think the glass looks horrible. I strongly recommend either a full border, or only small gaps in the edges. It seems that the dots don't serve much of a purpose and make it look messy; perhaps removing them entirely or going with more default-esque streaks would be better.
On a brighter note, the blaze is nicely done, only thing I would change is to soften the hardness of the black eye pixels.I also really like your book GUI.
I'm going to be completely honest here... I think the glass looks horrible. I strongly recommend either a full border, or only small gaps in the edges. It seems that the dots don't serve much of a purpose and make it look messy; perhaps removing them entirely or going with more default-esque streaks would be better.
On a brighter note, the blaze is nicely done, only thing I would change is to soften the hardness of the black eye pixels.I also really like your book GUI.
The glass doesn't look very neat because the idea was to reduce the appearance of grids and heavy repetition on large scales, which can be painful to look at.
It was the only way I could reasonably achieve that while still maintaining clean and consistent colors, as I think glass should have.
I'm inclined to remove the singular dots, however. They're meant to be imperfections in the glass; specks of debris and unmelted sand. Functionally, though, I can foresee them being rather annoying to look through.
I think it's a good compromise. Of course, all of this wouldn't even be an issue if transparency were allowed for normal glass, and not just the stained versions.
@MinecraftianGamer: loving that book UI! Blaze looks pretty scary. I'd also agree that the glass specks look pretty bad.
Finally getting my stair textures working! I spent the better part of three hours manually mapping out the UVs of the three stair models into two 2x2 atlases. Now it'll be super easy for me to do full custom retextures for stairs, such as this (WIP):
I'd be willing to share the model files for use in your guys' packs if anyone's interested!
You gonna share it? Thanks! Oh, and what is actually UV? I haven't been able to find a good explanation of UV yet.
UVs are basically coordinates for pixels in textures. They are literally called u and v coordinates; much like x, y, and z are used in a 3-D context. UVs are like the coordinates in a Minecraft world, but instead of blocks, they point to pixels on a 2D plane (i.e. a texture image).
The subject is probably more complex than that, but that's the basic idea.
@MinecraftianGamer: loving that book UI! Blaze looks pretty scary. I'd also agree that the glass specks look pretty bad.
Finally getting my stair textures working! I spent the better part of three hours manually mapping out the UVs of the three stair models into two 2x2 atlases. Now it'll be super easy for me to do full custom retextures for stairs, such as this (WIP):
I'd be willing to share the model files for use in your guys' packs if anyone's interested!
Opinions certainly seem to be mixed, I guess.
Those look actually quite tasty! Is that fish mint-flavored?
I'd agree, the cooked meats probably shouldn't have strong highlights... also, it's kinda hard to tell that the cooked fish is a fish without having any fins.
The fish had a single gray pixel and the steak had 3. I don't think that's really effective got highlighting much of anything.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
You wouldn't want to eat fins, would you?
(I have, they're actually crunchy and flavorless)
Edit: And beacon beam.
I have a feeling its purly for the sake of identification. Currently it kinda looks like a slice of the steak.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
It has 8 variants due to how simple and size-efficient the design is (<400 bytes per texture). Rather than cluttering this page with even more of my images, here's an in-game screenshot of the result (with an obsidian background):
Edit: And blaze.
I'm going to be completely honest here... I think the glass looks horrible. I strongly recommend either a full border, or only small gaps in the edges. It seems that the dots don't serve much of a purpose and make it look messy; perhaps removing them entirely or going with more default-esque streaks would be better.
On a brighter note, the blaze is nicely done, only thing I would change is to soften the hardness of the black eye pixels.I also really like your book GUI.
The glass doesn't look very neat because the idea was to reduce the appearance of grids and heavy repetition on large scales, which can be painful to look at.
It was the only way I could reasonably achieve that while still maintaining clean and consistent colors, as I think glass should have.
I'm inclined to remove the singular dots, however. They're meant to be imperfections in the glass; specks of debris and unmelted sand. Functionally, though, I can foresee them being rather annoying to look through.
I think it's a good compromise. Of course, all of this wouldn't even be an issue if transparency were allowed for normal glass, and not just the stained versions.
Finally getting my stair textures working! I spent the better part of three hours manually mapping out the UVs of the three stair models into two 2x2 atlases. Now it'll be super easy for me to do full custom retextures for stairs, such as this (WIP):
I'd be willing to share the model files for use in your guys' packs if anyone's interested!
UVs are basically coordinates for pixels in textures. They are literally called u and v coordinates; much like x, y, and z are used in a 3-D context. UVs are like the coordinates in a Minecraft world, but instead of blocks, they point to pixels on a 2D plane (i.e. a texture image).
The subject is probably more complex than that, but that's the basic idea.
Plant life is the one thing I'm terrified to get into. This looks really nice!
Yeah, i'd love to force the stairs to make sense. Credit will of course be given.
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Love the beacon beam
Yes please *Puppy dog face*
Yes, please
Radiant Pixels - Vibrant, Colorful and Eye-Pleasing Resource Pack
Goodie goodie!
I agree with the middle, I think the cracks should be smaller maybe?