These textures would be bigger than my screen. What's even the point?
#99PercentProblems
Sorry, I couldn't help myself.
But seriously, I have to agree with this. Unless you play Minecraft projected onto a full-size I-Max screen what IS the point?! Even a really good computer usually can't do much better than 512. I'd honestly be surprised if Minecraft can even handle this. Heck, I'm pretty sure Java's memory limit will shut this down after just a few textures regardless of system performance.
The reason behind me doing this is cause I thought "why not?".
1) Because almost no computer can handle it.
2) Because Minecraft's own limits on textures most likely can't handle it.
3) Because Java's own memory limits almost certainly can't handle it.
4) Because if nobody can possibly use it in game it's a complete and total waste.
I could seriously go on. Point is that having textures at that resolution is pointless unless you're doing high-resolution rendering for film... and even then it'd be cheaper to program most of the textures as a procedurals, or do most of the rendering as a normal map, or as actual geometry, or as a layered image effect in post, or... just about any other method I can think of than to actually create textures in this way.
I don't mean to be discouraging you or anything, but I seriously cannot fathom why you'd want do do this as a Minecraft resource pack of all things. I mean, I could see doing it as a professional texture pack (literally digitized textures packaged for sale for use in professional rendering software) but not as a set of game assets for Minecraft of all things.
1) Because almost no computer can handle it.
2) Because Minecraft's own limits on textures most likely can't handle it.
3) Because Java's own memory limits almost certainly can't handle it.
4) Because if nobody can possibly use it in game it's a complete and total waste.
I could seriously go on. Point is that having textures at that resolution is pointless unless you're doing high-resolution rendering for film... and even then it'd be cheaper to program most of the textures as a procedurals, or do most of the rendering as a normal map, or as actual geometry, or as a layered image effect in post, or... just about any other method I can think of than to actually create textures in this way.
I don't mean to be discouraging you or anything, but I seriously cannot fathom why you'd want do do this as a Minecraft resource pack of all things. I mean, I could see doing it as a professional texture pack (literally digitized textures packaged for sale for use in professional rendering software) but not as a set of game assets for Minecraft of all things.
Just sayin'
I understand what you're saying and I originally made the texture pack for myself, then decided to share it on here. I don't even have a good computer, I could barely render it in Photoshop, yet I don't care if it runs on minecraft or not I just want to see how it turns out and learn from this.
I understand what you're saying and I originally made the texture pack for myself, then decided to share it on here. I don't even have a good computer, I could barely render it in Photoshop, yet I don't care if it runs on minecraft or not I just want to see how it turns out and learn from this.
Ok then. Can you tell me what texture you have done? Then I can give you feedback.
First off PC's can handle 2048x2048 textures easily, I used these on DiRT 3 on a PS3 and 360 these are far less powerfull than any PC at the moment. 2048 textures definitely improve the quality on how an object looks but only up close, when you go further away you fall back on mip maps anyway. If you don't believe me that a pc can use 2K textures here is a link to skyrim running with 2K textures http://skyrim.nexusmods.com/mods/607/?
I won't comment on whether Minecraft can handle this as I don't know this. However any DX11 card has a maximum texture resolution size of 16384 x 16384.
Someone correct me if I'm wrong, because I've never played Skyrim, but I'm pretty sure it doesn't run on Java. Which is a very large issue in this case.
First off PC's can handle 2048x2048 textures easily, I used these on DiRT 3 on a PS3 and 360 these are far less powerfull than any PC at the moment. 2048 textures definitely improve the quality on how an object looks but only up close, when you go further away you fall back on mip maps anyway. If you don't believe me that a pc can use 2K textures here is a link to skyrim running with 2K textures http://skyrim.nexusmods.com/mods/607/?
I won't comment on whether Minecraft can handle this as I don't know this. However any DX11 card has a maximum texture resolution size of 16384 x 16384.
The issue is that games like Skyrim use those 2k size textures over large areas, not the equivalent of 1 meter. When you have that texture inside a poorly optimized game, on a poorly optimized programming language, stretching as far as half of your player character, you would be able to see about 50% of the pixels at any given time, if you're lucky.
Skyrim has textures that large that stretch as far as they do so that, like any other game, there is more variance in the area textured. It works.
This doesn't. And neither does your argument. It's like comparing bacon to canadian bacon. It doesn't work.
AHHH STOP IT! Too many specs and bits for one day!
Anyway, this is not a good idea. You've done one texture right? Or two. Or three. But the point is you've done very little. It probably takes you a day to make one texture, so...you have a year to make this ready. I'm watching.
Yesterday I made 2-3 images I'm trying to get this done as soon as possible.
Yesterday I made 2-3 images I'm trying to get this done as soon as possible.
IDK, man. I'm doing 128x, and I'm at best getting about 4-5 blocks done a day. And that was before I got to the ones that require flipping four textures each, or whatever. I can speak from experience of doing high-resolution artwork that bringing 2-3 images from start to completion in a single day can't possibly lead to good quality. And I do cel-shading. If you're painting, I really am going to have to call pics or it didn't happen on this.
The issue is that games like Skyrim use those 2k size textures over large areas, not the equivalent of 1 meter. When you have that texture inside a poorly optimized game, on a poorly optimized programming language, stretching as far as half of your player character, you would be able to see about 50% of the pixels at any given time, if you're lucky.
Skyrim has textures that large that stretch as far as they do so that, like any other game, there is more variance in the area textured. It works.
This doesn't. And neither does your argument. It's like comparing bacon to canadian bacon. It doesn't work.
Hopefully that will help clear some things up.
To further clarify this point, comparing Minecraft textures to Skyrim textures is like comparing this large mosaic to this small tile pattern. It's just not the same thing. Having a 2048x texture stretched over a few hundred square feet is nowhere near comparable to having the same size texture repeated over a few hundred 1x1 meter squares.
So there's the problem with these high resolutions and why they are pointless: Look at the grass texture. If you are not standing right in front of it, it just becomes a noisy mess, same goes for sand. The only advantage you have with those high resolution textures is more space for detail. But since your textures look like you took a 200x200 pattern and tiled it, it kind of defeats the point.
512x512 textures are enough. Seriously.
+1
You're not taking advantage of this monstrous resolution at all. This should be loaded with detail. Up-close high-definition 1080p shots of grass so crisp and clear you can see ants crawling on the blades. Tiny hermit crabs in the sand. All you've done is taken a simple pack and made it huge for no good reason.
You're not taking advantage of this monstrous resolution at all. This should be loaded with detail. Up-close high-definition 1080p shots of grass so crisp and clear you can see ants crawling on the blades. Tiny hermit crabs in the sand. All you've done is taken a simple pack and made it huge for no good reason.
I made all of these textures in Photoshop and I haven't taken pictures, maybe I should take pictures...
I made all of these textures in Photoshop and I haven't taken pictures, maybe I should take pictures...
That's not really my point. My point is that there are 32x texture packs out there with better detail than what you're putting into this. I understand it's a "just to see if you can" project, but so far the answer is looking like a resounding no.
I mean, go look at DokuCraft. That texture pack is simply stunning, and it's just a step up from the default resolution. GoodMorningCraft is 16x and is beautifully rendered. If you're going to use 2048x, it should be mind-blowing.
All good texture packs use a resolution that supports the style and detail. If you're just using noise filters, you really ought to be on 16x. I used to think even 128x was excessive, but I tried to do a cartoon pack in 64x, and it didn't work. The resolution was far too small to get the level of detail I wanted to put into the textures. 128x is a little big for some of them, but perfect for most of them, so it works.
The texture pack is going to look totally different when it's finished, I just need feedback.
I think Loki pretty much summed it up in the post above yours. It doesn't look good, at least partly because you're not actually using the monstrous amount of space you're set your resolution to. You haven't added detail that warrants that... or any detail at all for that matter.
Right now, if you were doing a painting and I was standing behind you, I'd look at it and say "Feedback? You've only made one brushstroke so far. Call me when you've actually gotten your shapes down."
It's just noise and it looks like noise. It will also probably to continue to look like noise at any distance greater than a few meters because of your resolution, unless you really take steps to prevent that from happening. You want feedback? OK. Make it looks like you've actually put down textures and not just hit it with a noise filter! That's really the best feedback I can possibly give you right now.
The texture pack is going to look totally different when it's finished, I just need feedback.
Bro, we've given you feedback. Over a page of feedback. We're not saying these things because we're mean; you asked for feedback so we're giving it. I'm really curious to know how much different you're planning on making it look. You're working at SLR resolutions, so even if you took pictures and used those for your pack, you'd have to have a pretty decent camera. You'd want to take photos at least twice the size you're working at, to make sure you can get everything to tile. Are you really prepared to take thousands of huge photos and spend the time stitching them together to get rid of any tiling errors that are bound to show up, since nature doesn't tile?
I have an SLR camera, and I wouldn't want to do that. Cripes.
Okay, so check this out, man. This is what we mean by using your space. This is what your sand, grass, anvil, and bit of bed looks like, in 2048x:
I'm working in 128x. Your pack is sixteen times bigger than mine, so it should have sixteen times the detail. I'm waiting until 1,7,3 to start the bed, and my anvil still needs a lot of work, but compare the anvil, grass, and sand:
I do use filters and overlays, but not for the whole texture. There's always something else going on. There's some subtle vectoring to get that wavy sheen on the sand, which took me a dog's age to tile correctly (so yes, of course I re-used this base texture on the red and soul sand, and in the water, because omg seriously, what was I even thinking?), and it uses CTM to outline it, so that no matter how it's placed, only the edges have the black line, and there's no grid pattern going through it.
The grass is the same sort of deal. I started out with the weird texture overlay, which I made sure tiles before I did anything else. This block is going to get some random CTM treatment in the future, but it works just fine as it is. I drew some cartoony little tufts of grass on it, shaded them, and then used vectoring again to get the lighter lines to add a bit of variation. And for those who don't like the vector lines, there's a version without in the Alts folder of my download.
The anvil is possibly the single least-thought-out texture in the whole game, and is giving me no end of frustration. But I've still managed to get about half of it outlined, which is already going a little ways in distracting from the fact that it's the same texture over and over again. You can't really do anything fancy to the anvil without a lot of CTM work, which is obnoxious.
Contrast with a noise filter, what appears to be a "grass" filter, and a noise and motion blur filter combined. One thing that I suppose can be said for yours, it tiles pretty well, if only because the eye is so confused it doesn't know where to look to find the edges of the blocks. My pack is about 6% the resolution of yours, but it has far more detail, when it rightly ought to be the other way round. I'm working on icon-sized canvases, and you're working at the resolution I typically reserve for full-colour panels that take about a fortnight to complete.
Bro, we've given you feedback. Over a page of feedback. We're not saying these things because we're mean; you asked for feedback so we're giving it. I'm really curious to know how much different you're planning on making it look. You're working at SLR resolutions, so even if you took pictures and used those for your pack, you'd have to have a pretty decent camera. You'd want to take photos at least twice the size you're working at, to make sure you can get everything to tile. Are you really prepared to take thousands of huge photos and spend the time stitching them together to get rid of any tiling errors that are bound to show up, since nature doesn't tile?
I have an SLR camera, and I wouldn't want to do that. Cripes.
Okay, so check this out, man. This is what we mean by using your space. This is what your sand, grass, anvil, and bit of bed looks like, in 2048x:
I'm working in 128x. Your pack is sixteen times bigger than mine, so it should have sixteen times the detail. I'm waiting until 1,7,3 to start the bed, and my anvil still needs a lot of work, but compare the anvil, grass, and sand:
I do use filters and overlays, but not for the whole texture. There's always something else going on. There's some subtle vectoring to get that wavy sheen on the sand, which took me a dog's age to tile correctly (so yes, of course I re-used this base texture on the red and soul sand, and in the water, because omg seriously, what was I even thinking?), and it uses CTM to outline it, so that no matter how it's placed, only the edges have the black line, and there's no grid pattern going through it.
The grass is the same sort of deal. I started out with the weird texture overlay, which I made sure tiles before I did anything else. This block is going to get some random CTM treatment in the future, but it works just fine as it is. I drew some cartoony little tufts of grass on it, shaded them, and then used vectoring again to get the lighter lines to add a bit of variation. And for those who don't like the vector lines, there's a version without in the Alts folder of my download.
The anvil is possibly the single least-thought-out texture in the whole game, and is giving me no end of frustration. But I've still managed to get about half of it outlined, which is already going a little ways in distracting from the fact that it's the same texture over and over again. You can't really do anything fancy to the anvil without a lot of CTM work, which is obnoxious.
Contrast with a noise filter, what appears to be a "grass" filter, and a noise and motion blur filter combined. One thing that I suppose can be said for yours, it tiles pretty well, if only because the eye is so confused it doesn't know where to look to find the edges of the blocks. My pack is about 6% the resolution of yours, but it has far more detail, when it rightly ought to be the other way round. I'm working on icon-sized canvases, and you're working at the resolution I typically reserve for full-colour panels that take about a fortnight to complete.
Loki's right! Right now your textures look like you slapped a photo on to each texture. Use some detail!
Textures I have so far, some items aren't completed.
1.7.2 Resolution: 1024x1024 Completion: 0.2% Download Last updated: 11/1/13
1.7.2 Resolution: 512x512 Completion: 0.2% Download Last updated: 11/1/13
1.7.2 Resolution: 256x256 Completion: 0.2% Download Last updated: 11/1/13
1.7.2 Resolution: 128x128 Completion: 0.2% Download Last updated: 11/1/13
More sizes coming soon.
To run this texture pack you'll need Optifine and MCPatcher.
Got any questions or comments? contact me at [email protected]
Sorry, I couldn't help myself.
But seriously, I have to agree with this. Unless you play Minecraft projected onto a full-size I-Max screen what IS the point?! Even a really good computer usually can't do much better than 512. I'd honestly be surprised if Minecraft can even handle this. Heck, I'm pretty sure Java's memory limit will shut this down after just a few textures regardless of system performance.
2) Because Minecraft's own limits on textures most likely can't handle it.
3) Because Java's own memory limits almost certainly can't handle it.
4) Because if nobody can possibly use it in game it's a complete and total waste.
I could seriously go on. Point is that having textures at that resolution is pointless unless you're doing high-resolution rendering for film... and even then it'd be cheaper to program most of the textures as a procedurals, or do most of the rendering as a normal map, or as actual geometry, or as a layered image effect in post, or... just about any other method I can think of than to actually create textures in this way.
I don't mean to be discouraging you or anything, but I seriously cannot fathom why you'd want do do this as a Minecraft resource pack of all things. I mean, I could see doing it as a professional texture pack (literally digitized textures packaged for sale for use in professional rendering software) but not as a set of game assets for Minecraft of all things.
Just sayin'
I understand what you're saying and I originally made the texture pack for myself, then decided to share it on here. I don't even have a good computer, I could barely render it in Photoshop, yet I don't care if it runs on minecraft or not I just want to see how it turns out and learn from this.
Someone correct me if I'm wrong, because I've never played Skyrim, but I'm pretty sure it doesn't run on Java. Which is a very large issue in this case.
The issue is that games like Skyrim use those 2k size textures over large areas, not the equivalent of 1 meter. When you have that texture inside a poorly optimized game, on a poorly optimized programming language, stretching as far as half of your player character, you would be able to see about 50% of the pixels at any given time, if you're lucky.
Skyrim has textures that large that stretch as far as they do so that, like any other game, there is more variance in the area textured. It works.
This doesn't. And neither does your argument. It's like comparing bacon to canadian bacon. It doesn't work.
Hopefully that will help clear some things up.
IDK, man. I'm doing 128x, and I'm at best getting about 4-5 blocks done a day. And that was before I got to the ones that require flipping four textures each, or whatever. I can speak from experience of doing high-resolution artwork that bringing 2-3 images from start to completion in a single day can't possibly lead to good quality. And I do cel-shading. If you're painting, I really am going to have to call pics or it didn't happen on this.
To further clarify this point, comparing Minecraft textures to Skyrim textures is like comparing this large mosaic to this small tile pattern. It's just not the same thing. Having a 2048x texture stretched over a few hundred square feet is nowhere near comparable to having the same size texture repeated over a few hundred 1x1 meter squares.
+1
You're not taking advantage of this monstrous resolution at all. This should be loaded with detail. Up-close high-definition 1080p shots of grass so crisp and clear you can see ants crawling on the blades. Tiny hermit crabs in the sand. All you've done is taken a simple pack and made it huge for no good reason.
That's not really my point. My point is that there are 32x texture packs out there with better detail than what you're putting into this. I understand it's a "just to see if you can" project, but so far the answer is looking like a resounding no.
I mean, go look at DokuCraft. That texture pack is simply stunning, and it's just a step up from the default resolution. GoodMorningCraft is 16x and is beautifully rendered. If you're going to use 2048x, it should be mind-blowing.
All good texture packs use a resolution that supports the style and detail. If you're just using noise filters, you really ought to be on 16x. I used to think even 128x was excessive, but I tried to do a cartoon pack in 64x, and it didn't work. The resolution was far too small to get the level of detail I wanted to put into the textures. 128x is a little big for some of them, but perfect for most of them, so it works.
Right now, if you were doing a painting and I was standing behind you, I'd look at it and say "Feedback? You've only made one brushstroke so far. Call me when you've actually gotten your shapes down."
It's just noise and it looks like noise. It will also probably to continue to look like noise at any distance greater than a few meters because of your resolution, unless you really take steps to prevent that from happening. You want feedback? OK. Make it looks like you've actually put down textures and not just hit it with a noise filter! That's really the best feedback I can possibly give you right now.
Bro, we've given you feedback. Over a page of feedback. We're not saying these things because we're mean; you asked for feedback so we're giving it. I'm really curious to know how much different you're planning on making it look. You're working at SLR resolutions, so even if you took pictures and used those for your pack, you'd have to have a pretty decent camera. You'd want to take photos at least twice the size you're working at, to make sure you can get everything to tile. Are you really prepared to take thousands of huge photos and spend the time stitching them together to get rid of any tiling errors that are bound to show up, since nature doesn't tile?
I have an SLR camera, and I wouldn't want to do that. Cripes.
Okay, so check this out, man. This is what we mean by using your space. This is what your sand, grass, anvil, and bit of bed looks like, in 2048x:
I'm working in 128x. Your pack is sixteen times bigger than mine, so it should have sixteen times the detail. I'm waiting until 1,7,3 to start the bed, and my anvil still needs a lot of work, but compare the anvil, grass, and sand:
I do use filters and overlays, but not for the whole texture. There's always something else going on. There's some subtle vectoring to get that wavy sheen on the sand, which took me a dog's age to tile correctly (so yes, of course I re-used this base texture on the red and soul sand, and in the water, because omg seriously, what was I even thinking?), and it uses CTM to outline it, so that no matter how it's placed, only the edges have the black line, and there's no grid pattern going through it.
The grass is the same sort of deal. I started out with the weird texture overlay, which I made sure tiles before I did anything else. This block is going to get some random CTM treatment in the future, but it works just fine as it is. I drew some cartoony little tufts of grass on it, shaded them, and then used vectoring again to get the lighter lines to add a bit of variation. And for those who don't like the vector lines, there's a version without in the Alts folder of my download.
The anvil is possibly the single least-thought-out texture in the whole game, and is giving me no end of frustration. But I've still managed to get about half of it outlined, which is already going a little ways in distracting from the fact that it's the same texture over and over again. You can't really do anything fancy to the anvil without a lot of CTM work, which is obnoxious.
Contrast with a noise filter, what appears to be a "grass" filter, and a noise and motion blur filter combined. One thing that I suppose can be said for yours, it tiles pretty well, if only because the eye is so confused it doesn't know where to look to find the edges of the blocks. My pack is about 6% the resolution of yours, but it has far more detail, when it rightly ought to be the other way round. I'm working on icon-sized canvases, and you're working at the resolution I typically reserve for full-colour panels that take about a fortnight to complete.
Loki's right! Right now your textures look like you slapped a photo on to each texture. Use some detail!